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[00:03] <Scummette> [scummvm] somaen pushed 1 new commits to master: https://git.io/Jt20s
[00:03] <Scummette> scummvm/master ea21659 somaen: TINSEL: Implement LZSS decompression for Noir
[00:30] <grogbot> <Demonotron> Not sure if this is the right channel but I had previously recompiled scummvm for m1/aarch and it was working great. I just uninstalled my version and installed using brew (which now supports m1 natively) and it's also working great, shows up as "Apple" in Activity Monitor as well.
[00:31] <Scummette> [scummvm] somaen pushed 2 new commits to master: https://git.io/Jt2Ea
[00:31] <Scummette> scummvm/master 9abd575 somaen: TINSEL: Don't check for "!= TinselV2" when correcting for V1 chunks
[00:31] <Scummette> scummvm/master dfa3c1b somaen: TINSEL: Add NOOP-instruction to pcode, and adjust accordingly.
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[05:22] <ScummBot> Port build status changed with dfa3c1b6: Failure: master-amigaos4
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[14:34] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://git.io/Jt2NS
[14:34] <Scummette> scummvm/master 47cccb9 lotharsm: NEWS: Update German NEWS file
[14:53] <ScummBot> Port build status changed with 47cccb9c: Success: master-amigaos4
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[17:53] <Scummette> [scummvm] mgerhardy pushed 6 new commits to master: https://git.io/Jt2jT
[17:53] <Scummette> scummvm/master bc7f12d mgerhardy: TWINE: clamp angles of holomap locations
[17:53] <Scummette> scummvm/master c43c95a mgerhardy: TWINE: fixed previous holomap location
[17:53] <Scummette> scummvm/master 7b4cbec mgerhardy: TWINE: integration some disassembly findings
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[19:59] <grogbot> <James W> Hi folks, is there a recommended build for us with Apple Silicon M1 chips? Fancy experimenting beyond Intel 🙂
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[20:03] <grogbot> <timofonic> @scemino 's engge uses shaders for drawing stuff in OpenGL, not only for filters. Would be possible to do this in ScummVM and have fully GPU 2D/3D accelerated renderer? Maybe it's a very difficult ask because the project is so big?
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[20:05] <grogbot> <James W> Heh reading some of the earlier chatter and it's all about M1... reading...
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[20:06] <grogbot> <SupSuper> @James W currently you have to compile it yourself, but folks have had plenty of success with it
[20:07] <grogbot> <James W> Thanks @SupSuper for the info... I will await the official build before I dive in now then
[20:08] <grogbot> <SupSuper> @timofonic it depends on the game engine, not scummvm. thimbleweed park is a modern adventure and is obviously designed with GPU in mind, while most old adventures aren't. plus scummvm runs in a lot of opengl-less platforms
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[22:06] <grogbot> <timofonic> @SupSuper So old engines can't be modified to use those modern features?
[22:10] <grogbot> <SupSuper> couldn't say, most engines are just messing with an array of pixels which is something GPUs don't really do. we do have an OpenGL mode that hardware accelerates the screen and palette operations
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[22:32] <grogbot> <timofonic> Even not possible by using shaders?
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[22:52] <grogbot> <thoth> It's less thst it's not possible and more that, in some cases, it's very difficult, and in many cases there's little benefit.
[22:57] <grogbot> <thoth> If it can run on a wii right now with perfect performance, GPUs don't win you much.
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[23:00] <grogbot> <timofonic> But what if using GPU means less power usage? Of course, it may be very difficult
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[23:15] <grogbot> <Mataniko> shaders operate on textures, not pixels
[23:16] <grogbot> <Mataniko> you would still have to render the entire frame first
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[00:00] --- Sun Feb 7 2021