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[00:15] <grogbot_> [discord] <startropic1> https://cdn.discordapp.com/attachments/581224061091446795/1522395432972714044/PXL_20260703_000848455.jpg?ex=6a4850bb&is=6a46ff3b&hm=5d1c6e478c3879c365512b8f632997c77adb521b3b5891f9920204753dcbcf31&
[00:41] <grogbot_> [discord] <regularJim> It will never not be funny to me that I have 442 EGS games. And I think I paid for 5 of them. Years and years of free games. Pretty good ones too.
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[05:52] <grogbot_> [discord] <.eriktorbjorn> Good luck with Rex Nebular. With luck, that migration might fix some outstanding glitches/missing features?
[05:55] <grogbot_> [discord] <.eriktorbjorn> Which of course still leaves the all-important Macintosh version of Rex Nebular. 😛
[05:55] <grogbot_> [discord] <.eriktorbjorn> https://cdn.discordapp.com/attachments/581224061091446795/1522480886765981736/image.png?ex=6a48a051&is=6a474ed1&hm=b5a759229a59d19dadaf1d7ba495e3edfa7abf008afe7941ecd0bc3f203bdb84&
[06:19] <grogbot_> [discord] <dreammaster> I'm hoping so, since the original implementation was done using our own best guess at the functionality of the engine. It also suffered from having a lot of optimizations and cleanups that may or may not produce the original engine behaviour. Like currently.. the original Rex Nebular uses a special room depth surface as part of room loads that was refactored for the rest of the games. You'd think it would be a simple matter of por
[06:21] <grogbot_> [discord] <dreammaster> Sorry, probably venting a bit.. Rex Nebular is a bit of a sore spot, since it was one of the earliest games I worked on, after Lure of the Temptress, and we went through two? three? versions of the engine before implementing something that finally worked. As I said, it would be good for long term maintainability if it can be switched over to use the proper "solid" engine core.
[06:26] <grogbot_> [discord] <dreammaster> On a lighter note, the CD installers for both Return of the Phantom and Dragonsphere, actually use the third party pkunzjr unzip utility to unzip the zip archives once they've been extracted from mpslabs.001. They actually renamed it as 'unrip.wav' to hide it as an installer sound file so no-one would notice. 😄 If you look at it with a hex editor, you'll see:
[06:26] <grogbot_> [discord] <dreammaster> PKUNZJR(TM) FAST! Mini Extract Utility Version 2.04c 12-28-92
[06:27] <grogbot_> [discord] <dreammaster> On a lighter note, the CD installers for both Return of the Phantom and Dragonsphere, actually use the third party pkunzjr utility to decompress the zip archives once they've been extracted from mpslabs.001. They actually renamed it as 'unrip.wav' to hide it as an installer sound file so no-one would notice. 😄 If you look at it with a hex editor, you'll see:
[06:27] <grogbot_> [discord] <dreammaster> PKUNZJR(TM) FAST! Mini Extract Utility Version 2.04c 12-28-92 (edited)
[06:32] <Scummette> [scummvm] bluegr pushed 6 new commits to master: Error, database insert failed
[06:32] <Scummette> scummvm/master ca8ec48 bluegr: NANCY: NANCY10: Fix reading data for SecondaryVideo ARs
[06:32] <Scummette> scummvm/master 59a2d18 bluegr: NANCY: NANCY11: Implement changes to OrderingPuzzle
[06:32] <Scummette> scummvm/master dcecf39 bluegr: NANCY: NANCY11: Further work on CardGamePuzzle
[06:49] <grogbot_> [discord] <madmoose_dk> Not a screenshot but here's an overview of all the dialogue in Dune, with the condition expression that control them: https://thomas.fach-pedersen.net/dune/dialogue/
[06:50] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: Error, database insert failed
[06:50] <Scummette> scummvm/master 0392219 dreammaster: BAGEL: MINIGAMES: Fix saving options in Th Gesng Game. Fixes #16883
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[07:20] <grogbot_> [discord] <gu3> Anything unused in the game?
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[07:33] <grogbot_> [discord] <madmoose_dk> People who know the game in more detail than I say there are lines they haven't seen before. Maybe "just" game paths nobody's explored before.
[07:40] <grogbot_> [discord] <madmoose_dk> No big things, afaik. 🙂
[07:41] <grogbot_> [discord] <madmoose_dk> But it's helping to identify game variables.
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[08:25] <grogbot_> [discord] <bluddy5> It's all in the exe?
[08:52] <Scummette> [scummvm] n0kturnal opened pull request #7623: AUDIO: Atari TOS hardware / software OPL2 / 3 (YM262 / YM3812) (master...atari_opl_support_pr) Error, database insert failed
[09:02] <Scummette> [scummvm] alexbevi opened pull request #7624: HARVESTER: Address Coverity scan findings (master...harvester-fixes) Error, database insert failed
[09:10] <grogbot_> [discord] <madmoose_dk> @bluddy5 DIALOGUE and CONDIT contain the list of dialogue items for each character, PHRASExx contain the phrase text. DIALOGUE has 4 bytes for each line (shown as `w0-w1`). Each line references a phrase/VOC file by index, a condition by index and has some flags. The conditions reference the first 256 bytes of the data segment as either words or byte variables. The page ties them all together.
[09:16] <Deledrius> pkunzjr? Wow, I haven't read or thought about that in decades.
[09:17] <Deledrius> The memories...
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[11:26] <Scummette> [scummvm] sev- pushed 1 new commits to master: Error, database insert failed
[11:26] <Scummette> scummvm/master d1c44bc sev-: BAGEL: Fix build with --enable-release
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[11:29] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[11:29] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze)
[11:29] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls and a touch gamepad (incl analog stick)
[11:29] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[11:29] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE
[11:36] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[11:36] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze)
[11:36] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls and a touch gamepad (incl analog stick)
[11:36] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[11:36] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[11:36] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
[11:42] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: Error, database insert failed
[11:42] <Scummette> scummvm/master da4d013 dreammaster: MADS: Janitorial
[11:42] <Scummette> scummvm/master aaf61c1 dreammaster: MADS: Fix gcc compiler warnings
[11:52] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[11:52] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze, since https://github.com/scummvm/scummvm/pull/7004 its async so we can render stuff now)
[11:52] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls and a touch gamepad (incl analog stick)
[11:52] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[11:52] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[11:52] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
[11:52] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[11:52] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze, since https://github.com/scummvm/scummvm/pull/7004 its async so we can render stuff now)
[11:52] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls and a touch gamepad (incl analog stick)
[11:52] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[11:52] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[11:52] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
[11:52] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[11:52] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze, since PR #7004 its async so we can render stuff now)
[11:52] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls and a touch gamepad (incl analog stick)
[11:53] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[11:53] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[11:53] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
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[12:17] <grogbot_> [discord] <bluddy5> Wow that's some serious Turing machine-like. They just turn the first 256 bytes into a state array and modify it to get the next dialog lines. Pretty crazy/cool.
[12:20] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[12:20] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze, since PR #7004 its async so we can render stuff now)
[12:20] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls (incl OpenGL toggle and a touch gamepad w/analog stick)
[12:20] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[12:20] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[12:20] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
[12:20] <grogbot_> [discord] <chkuendig> Screenshot Friday, a few WIP Features in one go:
[12:20] <grogbot_> [discord] <chkuendig> - Emscripten now has a nice loading bar at launch and each file load is also shown (it used to just freeze, since PR #7004 its async so we can render stuff now)
[12:20] <grogbot_> [discord] <chkuendig> - SDL with proper touch controls (incl OpenGL toggle and a touch gamepad w/analog stick)
[12:20] <grogbot_> [discord] <chkuendig> - HPL1 GLES renderer and input mapping/controller support
[12:20] <grogbot_> [discord] <chkuendig> these are all somewhat connected, without range request and async I/O larger games would be out of scope, without touch controls anything but the simplest 2d games would be a pain, etc&
[12:20] <grogbot_> [discord] <chkuendig> https://youtu.be/g_MqTn3GLls?is=Bxx5uBuki5APRVWE (edited)
[12:22] <grogbot_> [discord] <madmoose_dk> @bluddy5 There's a lot of state outside that area too, but yes, the dialogue conditions only use those 🙂
[12:22] <grogbot_> [discord] <madmoose_dk> And there's no layer in between, the condition interpreter just reads from ds:[xxxx] with a byte offset.
[12:38] <Scummette> [scummvm] NMIError pushed 2 new commits to master: Error, database insert failed
[12:38] <Scummette> scummvm/master 75d9011 NMIError: AUDIO/MIDI: Add partial support for early HMI format to HMI/HMP MIDI parser
[12:38] <Scummette> scummvm/master 35eeb0e NMIError: MADS: Add MIDI playback code
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[13:20] <grogbot_> [discord] <fakewizard2000> Strangely, the Epic Games version of I Have No Mouth and I Must Scream seem to be the original DOS version running on an emulator and displayed by either Kex or Unity, yet I can't get ScummVM to detect it
[13:38] <Scummette> [scummvm] n0kturnal opened pull request #7625: BACKENDS: ATARI: Build fix (master...master) Error, database insert failed
[14:50] <Scummette> [scummvm] zberry92 opened pull request #7626: DIRECTOR: Make Jewels of the Oracle playable (master...parent-child-scope) Error, database insert failed
[15:12] <Scummette> [scummvm] sev- closed pull request #7626: DIRECTOR: Make Jewels of the Oracle playable (master...parent-child-scope) Error, database insert failed
[15:12] <Scummette> [scummvm] sev- pushed 2 new commits to master: Error, database insert failed
[15:12] <Scummette> scummvm/master 9a29975 zberry92: DIRECTOR: Fix stale pointers when switching movies
[15:12] <Scummette> scummvm/master ca86fc8 zberry92: DIRECTOR: Run handlers in the window that owns their script
[15:14] <Scummette> [scummvm] sev- closed pull request #7625: BACKENDS: ATARI: Build fix (master...master) Error, database insert failed
[15:14] <Scummette> [scummvm] sev- pushed 1 new commits to master: Error, database insert failed
[15:14] <Scummette> scummvm/master 6467e4f n0kturnal: BACKENDS: ATARI: Build fix
[15:17] <Scummette> [scummvm] sev- pushed 4 new commits to master: Error, database insert failed
[15:17] <Scummette> scummvm/master 01ae727 alexbevi: HARVESTER: Address Coverity copy-instead-of-move warnings
[15:17] <Scummette> scummvm/master 70dbb47 alexbevi: HARVESTER: Resolve Coverity dead code reports
[15:17] <Scummette> scummvm/master 7d00112 alexbevi: HARVESTER: Avoid copying combat interaction results
[15:17] <Scummette> [scummvm] sev- closed pull request #7624: HARVESTER: Address Coverity scan findings (master...harvester-fixes) Error, database insert failed
[15:39] <Scummette> [scummvm] Lariaa opened pull request #7627: DIRECTOR: Demo detection entries, Tivola& Tivola fixes & CopyProtection stub. (master...cpd) Error, database insert failed
[16:08] <grogbot_> [discord] <supsuper> you probably need to extract the files from the unity package
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[16:56] <Scummette> [scummvm] sev- closed pull request #7627: DIRECTOR: Demo detection entries, Tivola& Tivola fixes & CopyProtection stub. (master...cpd) Error, database insert failed
[16:56] <Scummette> [scummvm] sev- pushed 4 new commits to master: Error, database insert failed
[16:56] <Scummette> scummvm/master f8451b6 Lariaa: DIRECTOR: add more Demos
[16:56] <Scummette> scummvm/master 362e2e5 Lariaa: DIRECTOR: LINGO: Support the width/height of a rect
[16:56] <Scummette> scummvm/master f12fccb Lariaa: DIRECTOR: loewe4: pretend 16-bit colour depth
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[17:13] <Scummette> [scummvm] sev- pushed 1 new commits to master: Error, database insert failed
[17:13] <Scummette> scummvm/master d0a95a6 sev-: DIRECTOR: Fix compilation
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[18:48] <grogbot_> [discord] <gu3> Before we run out of screenshot Friday (?), my small announcement that I'm working on the famous point-and-click Spanish adventure game "Hollywood Monsters" (special thanks to @codengine for allowing taking over his initial attempt).
[18:48] <grogbot_> [discord] <gu3> https://cdn.discordapp.com/attachments/581224061091446795/1522675534944010382/scummvm-hollywood-win-es-00000.png?ex=6a495599&is=6a480419&hm=0f467aad9bf9f69cd2d24fe233b7acea229636c777b1932c6bc46bae659d1dfa&
[18:48] <grogbot_> [discord] <gu3> https://cdn.discordapp.com/attachments/581224061091446795/1522675535342211152/scummvm-hollywood-win-es-00001.png?ex=6a495599&is=6a480419&hm=9bd00968459eb3fe101a5f9fd8049d2efc2653f99631fd30ea8d2b7b910ef28c&
[18:49] <grogbot_> [discord] <gu3> https://cdn.discordapp.com/attachments/581224061091446795/1522675535711567962/scummvm-hollywood-win-es-00002.png?ex=6a495599&is=6a480419&hm=cb2935928324a4ab2e9d9a73590881f655e2a7e6aa93265273acd885c6175151&
[18:49] <grogbot_> [discord] <gu3> https://cdn.discordapp.com/attachments/581224061091446795/1522675536122478633/scummvm-hollywood-win-es-00004.png?ex=6a495599&is=6a480419&hm=9c3d378f275afe14d3cd59b9117a4ea0661cf246328a032e308efeaf2baf1058&
[18:52] <grogbot_> [discord] <codengine_de> Awesome to see your progress!
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[20:43] <grogbot_> [discord] <bosca_bo> I'm so glad you beat me to it, I was taking too long 😂
[20:44] <grogbot_> [discord] <bosca_bo> Do you have an annotated ghidra db?
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[20:46] <grogbot_> [discord] <bosca_bo> So is it what it really looked like in the executable? Hardcoded room logic?
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[20:47] <grogbot_> [discord] <bosca_bo> Last thing I remember from my attempt was going through a great amount of switch cases...
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[20:54] <grogbot_> [discord] <gu3> yes, but partially, everything is hardcoded 😱
[20:54] <grogbot_> [discord] <bosca_bo> Argh!
[20:55] <grogbot_> [discord] <bosca_bo> Are you reimplementing things very closely or simplifying stuff along the way with this project? Asking because I don't know the full extent of this engine
[20:56] <grogbot_> [discord] <gu3> the gameplay is very simple actually. Implemented everything as it is a pain, as the code is duplicated a insane amount of times
[20:56] <grogbot_> [discord] <bosca_bo> I can imagine :/ thanks!
[20:57] <grogbot_> [discord] <bosca_bo> Can't wait to use that great inventory input system once again 😂
[20:58] <grogbot_> [discord] <gu3> I'm using some classes that reduced the duplication, but EVERY animation is hardcoded, so it must be replicated, exactly as it is
[20:58] <grogbot_> [discord] <bosca_bo> Man, it really looks like a pain in the butt
[20:58] <grogbot_> [discord] <bosca_bo> I'm so glad you're doing this though
[20:58] <grogbot_> [discord] <bosca_bo> This might have been a bit too much for me as a project
[20:59] <grogbot_> [discord] <gu3> Codex was essential here, otherwise, this could take months to replicate
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[20:59] <grogbot_> [discord] <bosca_bo> Having your code as a map will surely make things easier if I ever feel like contributing to it, so kudos
[21:00] <grogbot_> [discord] <bosca_bo> Oh yeah, 100%, I recently switched to Codex+MCP and it speeded up the comprehension of engine internals by a serious bit on any new project
[21:01] <grogbot_> [discord] <bosca_bo> And I'm so glad I started doing this when AI (in the current sense) was not a thing
[21:01] <grogbot_> [discord] <bosca_bo> At least we know what we are doing and what we should look out for
[21:01] <grogbot_> [discord] <bosca_bo> And in the end I always end up writing the final code myself in the ScummVM reimplementation...
[21:02] <grogbot_> [discord] <bosca_bo> But to be able to speed up parts of the labeling and the comprehension is pretty big, for something that I've done only manually for the better part of 6 years
[21:04] <grogbot_> [discord] <bosca_bo> I'm still doing a lot completely manually (e.g. recently QuickTime and the HMI audio library), but for cases in which e.g. I really *don't care* about how a Toy Keyboard is controlled through an LPT port, then I'm glad to have a way to speed up things...
[21:04] <grogbot_> [discord] <gu3> It help a lot to provide guidance on arquitecture, use of API, etc
[21:04] <grogbot_> [discord] <bosca_bo> And those darn Win3.1 os calls, whose documentation basically vanished from the face of the earth 😛
[21:08] <grogbot_> [discord] <gu3> Not only this, when the logic is hardcoded and you want to refactor each scene into something else, it will take a very long time to physically use your keyboard to input the command for such large changes. Agents make it practical when it wasnt before
[21:09] <grogbot_> [discord] <bosca_bo> 100%, I hate that kind of manual work, AI is a good autocomplete tool for that
[21:12] <grogbot_> [discord] <gu3> With that said, I still test each commit for regressions manually so I need to be around. Agents are simply not capable of looking at the results
[21:12] <grogbot_> [discord] <gu3> With the only exception of the text adventures 😅
[21:23] <grogbot_> [discord] <bosca_bo> Agreed, still a lot to do manually, but most of the chores are a bit more automated now
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[00:00] --- Sat Jul 4 2026