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[04:39] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/Jdb3Nu
[04:39] <Scummette> scummvm/master 78768af dreammaster: M4: Fix exiting basement in test 3
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[06:00] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/XBfpep
[06:00] <Scummette> scummvm/master 712d6ce dreammaster: M4: Vera fixes in test 5
[07:24] <Scummette> [scummvm] einstein95 opened pull request #5653: DIRECTOR: Add detection for Oscar Wilde's The Selfish Giant (master...director_detection) https://is.gd/9J9gCI
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[12:12] <grogbot> [discord] <ticokh> I made some research for future RPG project.
[12:12] <grogbot> [discord] <ticokh> Bard's Tale games PC version in build with Microsoft C compiler (4.0?), good C type call convention. Maybe not too difficult project.
[12:12] <grogbot> [discord] <ticokh> SSI GoldBox games use Turbo Pascal 4.0 (3.0) except the last one Unlimited Adventures written in C. Disassembly maybe will be more meaningful, if I can generate signatures from old 3.0 4.0 compiler standard unit files.
[12:12] <grogbot> [discord] <ticokh> Both use overlay memory model, IDA didn't like that Ghidra have somewhat overlay memory block support, but not that good in disassembly than IDA.
[12:12] <grogbot> [discord] <ticokh> Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation.
[12:13] <grogbot> [discord] <ticokh> I made some research for future RPG project.
[12:13] <grogbot> [discord] <ticokh> Bard's Tale games PC version in build with Microsoft C compiler (4.0?), good C type call convention. Maybe not too difficult project.
[12:13] <grogbot> [discord] <ticokh> SSI GoldBox games use Turbo Pascal 4.0 (3.0) except the last one Unlimited Adventures written in C. Disassembly maybe will be more meaningful, if I can generate signatures from old 3.0 4.0 pascal compiler standard unit files.
[12:13] <grogbot> [discord] <ticokh> Both use overlay memory model, IDA didn't like that Ghidra have somewhat overlay memory block support, but not that good in disassembly than IDA.
[12:13] <grogbot> [discord] <ticokh> Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation. (edited)
[12:14] <grogbot> [discord] <ticokh> I made some research for future RPG project.
[12:14] <grogbot> [discord] <ticokh> Bard's Tale games PC version in build with Microsoft C compiler (4.0?), good C type call convention. Maybe not too difficult project.
[12:14] <grogbot> [discord] <ticokh> SSI GoldBox games PC version use Turbo Pascal 4.0 (3.0) except the last one Unlimited Adventures written in C. Disassembly maybe will be more meaningful, if I can generate signatures from old 3.0 4.0 pascal compiler standard unit files.
[12:14] <grogbot> [discord] <ticokh> Both use overlay memory model, IDA didn't like that Ghidra have somewhat overlay memory block support, but not that good in disassembly than IDA.
[12:14] <grogbot> [discord] <ticokh> Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation. (edited)
[12:20] <grogbot> [discord] <ticokh> And Both have ported to lots of platform BT have AtariST, Amiga, PC-98 AppleIIGS if somebody could like other processor architectures and almost all GoldBox games was ported to Amiga and PC-98.
[12:20] <grogbot> [discord] <ticokh> I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂
[12:20] <grogbot> [discord] <ticokh> And both have ported to lots of platform BT have AtariST, Amiga, PC-98 AppleIIGS if somebody could like other processor architectures and almost all GoldBox games was ported to Amiga and PC-98.
[12:20] <grogbot> [discord] <ticokh> I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited)
[12:20] <grogbot> [discord] <ticokh> And both have ported to lots of platforms BT have AtariST, Amiga, PC-98 AppleIIGS if somebody could like other processor architectures and almost all GoldBox games was ported to Amiga and PC-98.
[12:20] <grogbot> [discord] <ticokh> I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited)
[12:21] <grogbot> [discord] <ticokh> And both have ported to lots of platforms BT have AtariST, Amiga, PC-98 AppleIIGS if somebody like not x86 processor architectures and almost all GoldBox games was ported to Amiga and PC-98.
[12:21] <grogbot> [discord] <ticokh> I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited)
[12:21] <grogbot> [discord] <ticokh> I made some research for future RPG projects.
[12:21] <grogbot> [discord] <ticokh> Bard's Tale games PC version in build with Microsoft C compiler (4.0?), good C type call convention. Maybe not too difficult project.
[12:21] <grogbot> [discord] <ticokh> SSI GoldBox games PC version use Turbo Pascal 4.0 (3.0) except the last one Unlimited Adventures written in C. Disassembly maybe will be more meaningful, if I can generate signatures from old 3.0 4.0 pascal compiler standard unit files.
[12:21] <grogbot> [discord] <ticokh> Both use overlay memory model, IDA didn't like that Ghidra have somewhat overlay memory block support, but not that good in disassembly than IDA.
[12:21] <grogbot> [discord] <ticokh> Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation. (edited)
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[17:04] <grogbot> [discord] <gu3> I think for SSI GoldBox versions there is a complete java implementation
[17:05] <grogbot> [discord] <gu3> I think for SSI GoldBox games there is a complete java implementation (edited)
[17:10] <grogbot> [discord] <dreammaster> I did a quick search, and if you mean: https://gitlab.com/farmboy0/ssi-engine
[17:10] <grogbot> [discord] <dreammaster> It says in the About: "All games except FRUA are playable to a varying degree. All games are still
[17:10] <grogbot> [discord] <dreammaster> missing party handling and combat mechanics as big features."
[17:13] <grogbot> [discord] <dreammaster> So many projects are started and never finished. Like xBak for Betrayal at Krondor; I would have loved to have the game completed, and ported it to ScummVM.
[17:14] <grogbot> [discord] <dreammaster> Hmm.. I'll have to check, or does anyone know off the top of their head, were any of the Final Fantasy projects like QGears ever finished?
[17:21] <grogbot> [discord] <sev____> I was aware only about qGears, but last time I checked, it was badly unfinished
[17:22] <grogbot> [discord] <gu3> yes, that's the one. There is a link to a C# project that states:
[17:22] <grogbot> [discord] <gu3> > The game is almost 100% feature complete, besides player importation from Pool of Radiance or Hillsfar.
[17:23] <grogbot> [discord] <sev____> @dreammaster but messing with Square is almost as dangerous as with Nintendo, I think
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[17:26] <grogbot> [discord] <dreammaster> Is it? Pity if so; I guess we'll never complete my end goal of bringing the entirety of the CABAL April Fool's to reality 😛
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[17:33] <grogbot> [discord] <dreammaster> Well, I suppose there's always the Wizardry series. Several of the games had their source code released. I spent a bit of time the other day extracting the text files from the provided Apple 2 .dsk files, but haven't had a chance to look at the contents yet.
[17:34] <grogbot> [discord] <dreammaster> But given the PC versions of the first few are not simply compiled executables, but interpreted at runtime, it may make it hard to compare any issues with implemented C++ to how the original operates.
[17:39] <grogbot> [discord] <dreammaster> BTW: Lots of credit to @xergan for his thorough testing of Orion Burger. It's appreciated to get so many issues fixed now rather than discovered after official support.
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[18:33] <grogbot> [discord] <gu3> Btw, this one is still active for Betrayal of Krondor: https://github.com/xavieran/BaKGL
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[18:39] <grogbot> [discord] <ticokh> I also have plan B for Wizardry. Get understand the old Pascal VM code is, I have a disassembled byte code for a whole game, but understanding without any modern reverse-engineering tool is sluggish and probably boring too. My Ghidra plugin is on-hold because I should get deep into write Analyzers on Java.
[18:39] <grogbot> [discord] <ticokh> But I get into my hand the Japanese Win9x Trilogy version, the engine is basically same like in the PS1 version, but gfx is dull because all Win9x GUI based.
[18:39] <grogbot> [discord] <ticokh> But if I get reversed a main engine from Win version which is more supported task by today tools, just have reverse gfx from old versions, should be an easy (raw Pascal byte-arrays). And we can have multiple gfx option DOS PC-98 MSX (C64? I still can't get into that version disk format).
[18:40] <grogbot> [discord] <ticokh> I also have plan B for Wizardry. I have a disassembled byte code for a whole game, but understanding without any modern reverse-engineering tool is sluggish and probably boring too. My Ghidra plugin is on-hold because I should get deep into write Analyzers on Java.
[18:40] <grogbot> [discord] <ticokh> But I get into my hand the Japanese Win9x Trilogy version, the engine is basically same like in the PS1 version, but gfx is dull because all Win9x GUI based.
[18:40] <grogbot> [discord] <ticokh> But if I get reversed a main engine from Win version which is more supported task by today tools, just have reverse gfx from old versions, should be an easy (raw Pascal byte-arrays). And we can have multiple gfx option DOS PC-98 MSX (C64? I still can't get into that version disk format). (edited)
[18:41] <grogbot> [discord] <ticokh> I also have plan B for Wizardry. I have a disassembled byte code for a whole game, but understanding without any modern reverse-engineering tool is sluggish and probably boring too. My Ghidra plugin is on-hold because I should get deep into write Analyzers in Java.
[18:41] <grogbot> [discord] <ticokh> But I get into my hand the Japanese Win9x Trilogy version, the engine is basically same like in the PS1 version, but gfx is dull because all Win9x GUI based.
[18:41] <grogbot> [discord] <ticokh> But if I get reversed a main engine from Win version which is more supported task by today tools, just have reverse gfx from old versions, should be an easy (raw Pascal byte-arrays). And we can have multiple gfx option DOS PC-98 MSX (C64? I still can't get into that version disk format). (edited)
[18:41] <grogbot> [discord] <dreammaster> Cool. Now that you mention it, I vaguely recall hearing about it, but had just assumed that work on it would peter out after a while. Nice to hear it's still being worked on.
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[23:53] <grogbot> [discord] <darkadamm> I would to play wizardry on ScummVm. I have played the psx collection. It was very good.
[23:56] <grogbot> [discord] <sev____> good for you
[00:00] --- Thu Feb 8 2024