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[01:20] <grogbot> <Big Beef> newbie question but does scummvm only work on adventure games or can it emulate dos games like ultima and other stuff as well
[01:21] <grogbot> <eientei> ScummVM is not an emulator. It does have an engine for some of the Ultima games
[01:22] <grogbot> <Big Beef> ah ok
[01:22] <grogbot> <Big Beef> dosbox glitches out on my pc for some weird reason so i thought i could use scumm
[01:33] <grogbot> <SupSuper> scummvm only works on the games listed on the site: https://www.scummvm.org/compatibility/
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[04:55] <ScummBot> Build [#218](https://buildbot.scummvm.org/#builders/159/builds/218) of `daily-master` failed.
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[06:28] <grogbot> <Patrick14159> @Big Beef dosbox is one of the most stable software packages that i know. i would try to find out why it "glitches"
[06:29] <grogbot> <Patrick14159> good morning btw
[08:09] <grogbot> <eriktorbjorn> I don't have these Amiga versions. Does anyone know if this still happens? https://bugs.scummvm.org/ticket/13278
[08:09] <grogbot> <eriktorbjorn> Oops, I wonder why that was flagged as a response.
[08:33] <grogbot> <Big Beef> im on windows 10 running ultima games out of the gog launcher, which uses preconfigured dosbox. whenever i try to launch it, it launches for like 1 second then crashes instantly
[08:33] <grogbot> <Big Beef> its not just a particular game either
[08:33] <grogbot> <Big Beef> i tried playing anything from my library
[08:33] <grogbot> <Big Beef> and exact same result
[08:54] <grogbot> <Patrick14159> @Big Beef i only know little of windows. can you try to launch dosbox directly from a shell / command prompt so you can catch the exit code / error message?
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[09:06] <grogbot> <Big Beef> ill give it a go i guess
[09:19] <grogbot> <antoniou79> There was a mention on Twitter about a potential bug in Curse of Monkey Island (Steam version on Windows 10), with the banjo puzzle. The tweet mentions how it's impossible to follow the Simon-says cues unless you click really fast/early. I don't have a saved game to quickly reproduce the issue, but I was wondering if someone familiar with SCUMM engine could check it. Perhaps it was a known issue and has been resolved in newer versions of
[09:19] <grogbot> ScummVM? Or we need to open a bug ticket about it. Steam version uses ScummVM 2.0.0 (Dec 9, 2017).
[09:19] <grogbot> <antoniou79> The tweet: https://twitter.com/marissa_rae/status/1520514320685322240
[09:22] <grogbot> <Patrick14159> ah, yes. ScummVM is the topic. my bad 🙂
[09:39] <grogbot> <Bosca> Yep, this was fixed some years ago...
[09:40] <grogbot> <Bosca> I wonder if there will ever be a possibility for updating ScummVM in GOG and Steam for the games which use it
[09:55] <grogbot> <somaen> That sometimes happens, but presumably it requires retesting on their end, at least that's how I'd do it.
[10:01] <grogbot> <Bosca> Ah, I see, thanks 🙂
[10:06] <grogbot> <gu3> There is a way to do it in Steam, unofficially, at least: https://github.com/luxtorpeda-dev/luxtorpeda supports a list of open-source (and some closed source as well) engines for different games in Linux
[10:07] <grogbot> <gu3> They have scummvm, but this is not enabled for all supported games
[10:20] <grogbot> <antoniou79> It would probably be easier for GOG and Steam, to have a ScummVM store page --kind of similar to how there's now a RetroArch page on Steam-- keeping up-to-date with ScummVM official releases, and possibly with dailies for the Win/Linux/Mac OS? platforms via beta channels, with short instructions on how to add games installed via GOG or Steam. Not sure if this would require maintenance from our side too though... That could be an issue.
[10:32] <grogbot> <gu3> is the RetroArch on Steam available for running other games from Steam? (e.g. the Sonic ones, for instance)
[10:35] <grogbot> <gu3> I think optional "compatibility tools" (as they are called in Steam) are the best option so far, since: 1. they can be easily enabled or disabled by users 2. they do not require any Steam account or store 3. we could even support a special "hook" from them to generate a report when ScummVM crashes with some game and ask the user to submit it
[13:03] <grogbot> <_silver_shades__3> hi guys
[13:03] <grogbot> <_silver_shades__3> nigga ass whooping
[13:03] <grogbot> <_silver_shades__3> mumbo jumb0 henta9
[13:03] <grogbot> <_silver_shades__3> @everyone
[13:05] Last message repeated 1 time(s).
[13:10] <grogbot> <ibbrar> I have periods blood fetish
[14:12] <grogbot> <eientei> Given the way Steam does things, it'd be easiest to have a depot just for ScummVM binaries for games to download from
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[16:08] <grogbot> <GandalfTheWhite> updated the steam scummvm manually - no problem so far 🙂
[16:27] <grogbot> <sluicebox> One of the factors in Gk1 that confuses people (including me!) is that the DOS and Windows scenes are different -- they're different scripts and even differentl video files. We get a lot of "I remember these scenes being different..." and it's because someone chose Windows when they originally played DOS or vice versa. I believe this is the SCI game with the greatest differences depending on if you select DOS vs Windows. Neither is overall
[16:27] <grogbot> objectively better; theyre just different
[16:30] <grogbot> <sluicebox> In some scenes its the difference between SCI scripts running a slideshow interleaved with a DOS video while playing sound and audio speech files and/or displayinf text... vs Windows just running an AVI (which at the time meant Video For Windows could play it) thats pre-rendered with everything and includes sound. This is why you get a lightning bolt sound effect in Windows intro -- they could put that in the AVI and guarantee sync
[16:34] <grogbot> <antoniou79> a-ha. I did notice the lightning bolt. Also the Windows video did feel different than the DOS intro. To me the DOS intro felt more smooth for some reason.
[16:34] <grogbot> <antoniou79> also the start credits music is different in the Windows version. I didn't notice that before.
[18:31] <grogbot> <eriktorbjorn> I didn't know that. But what I did was to add the game twice, once saying it was the DOS version and once saying it was the Windows version. 🙂
[18:35] <grogbot> <Bluddy> I know there are some minor differences: the aforementioned videos, the hi-res portraits, and the hi-res items (which I strongly dislike because they give away solutions). But are there actual script differences as well? I've never seen a comparison.
[18:38] <grogbot> <antoniou79> I wish I had played the version with the high resolution items to be honest. Those tweezers which I had completely missed made the game unwinnable for me (dead end) until some time later I read (on a magazine walkthrough I think) what I needed to have done
[18:39] <grogbot> <Bluddy> yeah. it's a cruel part of sierra gameplay
[18:40] <grogbot> <Bluddy> but it makes me disregard the rest of the scenery
[18:43] <grogbot> <Bluddy> really LucasArts word-based interface or even the later icon-based detection scheme from Sam & Max is much better
[18:50] <grogbot> <sluicebox> GK1 CDs were all dual platform (except for localized versions which were DOS only) so there's only one set of scripts, but two sets of executables for DOS and Windows. The scripts query the platform and do diffferent things depending on the results. So if you decompile GK1 CD scripts you can see all the dos/win differences by looking at all the calls to the kPlatform kernel function. Our implementation answers based on which platform you
[18:50] <grogbot> selected in the GUI
[19:00] <grogbot> <Bluddy> cool
[19:04] <grogbot> <eientei> Did they remove those calls in the localized versions?
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[19:11] <grogbot> <sluicebox> No they removed the windows executables, AVIs, etc
[19:15] <grogbot> <sluicebox> We dont see many script changes in the localized versions of later games; ideally a localization team can just edit all the message resources and some pics. I'm always interested in any script changes that occur since theyre usually long after the original game shipped and the programming team disbanded. Sometimes its just a coordinate tweak to fit longer text, but other times its a long overdue interesting bugfix... or an attempted fix
[19:15] <grogbot> that introduces a big regression 😁
[19:16] <grogbot> <eientei> Damn
[19:17] <grogbot> <eientei> Can't spell sluicebox without SCI
[19:17] <grogbot> <sluicebox> my favorite is ecoquest 1 spanish -- the only script change is to move a message box to accompdate a longer string... and ruined the whole game
[19:18] <grogbot> <sluicebox> because the message box occurs at the end of a big puzzle sequence
[19:19] <grogbot> <sluicebox> so they tested their change in the same way every programmer here has at one point,by adding some temporary code to jump straight to that code
[19:19] <grogbot> Command sent by sluicebox
[19:19] <grogbot> ...which they then forgot to remove
[19:20] <grogbot> <sluicebox> so you autosolve a puzzle that hasnt even upon entering a room. re-entering softlocks (we patch this temp code out)
[19:21] <grogbot> <antoniou79> 😄 ScummVM to the rescue
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[19:26] <grogbot> <sluicebox> other honourable mention is phantasmagoria 1 italian. there were lots of localizations of that one, but italian came out last, years later. buried in its scripts are important fixes to big bugs! and theyre the kinds that were known, because the results were obviously wrong, but it wasnt clear what was right. armed with the real fixes from an obscure version, i backported them to all versions
[19:26] <grogbot> <eriktorbjorn> I think Sierra's games - some of them, at least - have a bit more pixel hunting than LucasArts.
[19:27] <grogbot> <eriktorbjorn> Does anyone have the original interpreter for this version of Pajama Sam 1? It would be nice to know if it's an original or a ScummVM bug: https://bugs.scummvm.org/ticket/13425
[19:45] <grogbot> <antoniou79> The GOG version does not have the interpreter either.
[19:45] <grogbot> <antoniou79> I also cannot seem to be able to save or load a game, unless it's because I'm too early on in the game (?)
[19:45] <grogbot> <antoniou79> The options in ScummVM GMM are greyed out.
[19:48] <grogbot> <antoniou79> This is the detection text for my GOG version of Pajama Sam 1: User picked target 'pajama-win' (engine ID 'scumm', game ID 'pajama')... Using gameid pajama, variant , extra SCUMM version 6, HE version 80 Using MD5 '672dec94b82f7f0877ebb5b5cf7f4bc1'
[20:29] <grogbot> <antoniou79> This version cannot load the saved game attached in the bug report above. It crashes with: Assertion failed: idx < _res->_types[type].size(), file engines/scumm/saveload.cpp, line 1280
[20:39] <grogbot> <eientei> I've got that version, should the attached save be compatible with the original interpreter?
[20:40] <grogbot> <eientei> Also fun fact, the Start.exe on the disc was made in Director C:\Documents and Settings\Roland Combes\Desktop\PJSam_NHD_02_10_03.dir
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[22:32] <grogbot> <Retrodude> Which version of PJSam is this? I've got the original 1996 version and I don't recall there being any errors like that in the ending scene.
[22:39] <grogbot> <eientei> 2003 rerelease
[22:41] <grogbot> <Retrodude> Ah, that one I don't have. Though it wouldn't surprise me if it had issues in the original interpreter, considering the other known issues of the later rerelease of the game
[22:52] <grogbot> <Big Beef> steam uses scummvm?
[22:52] <grogbot> <Big Beef> isnt that against the law?
[22:53] <grogbot> <eientei> No? Why would it be?
[22:54] <grogbot> <Big Beef> i would assume modern day developers would get all fussy about users inventing their own ways to play their games
[22:54] <grogbot> <eientei> The publishers who put up games, like Pajama Sam in this case, are free to use what they like for running the games
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[22:54] <grogbot> <eientei> as long as they follow licenses
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[22:56] <grogbot> <DreamMaster> Windows games are frequently unable to be played on modern Windows systems these days, and they can't just package it with DosBox like the old DOS games. The ScummVM group has partnered several times with game companies to implement the games in ScummVM so they can be sold for modern systems. Like Tony Tough, or the Sherlock games.
[00:00] --- Mon May 2 2022