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[02:34] gsi (~gsi@user/gsi) left irc: Ping timeout: 272 seconds [02:35] gsi (~gsi@user/gsi) joined #scummvm. [02:55] DominusExult (~dominus@exult/developer/dominus) joined #scummvm. [02:57] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 256 seconds [02:57] Nick change: DominusExult -> Dominus [04:39] [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/Jdb3Nu [04:39] scummvm/master 78768af dreammaster: M4: Fix exiting basement in test 3 [04:58] _marc` (~marc@2001:9e8:1954:a200:ffb3:c8c8:7c73:ef32) left irc: Ping timeout: 256 seconds [05:12] _marc` (~marc@2001:9e8:1965:d900:b411:a298:ba61:c75f) joined #scummvm. [06:00] [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/XBfpep [06:00] scummvm/master 712d6ce dreammaster: M4: Vera fixes in test 5 [07:24] [scummvm] einstein95 opened pull request #5653: DIRECTOR: Add detection for Oscar Wilde's The Selfish Giant (master...director_detection) https://is.gd/9J9gCI [08:37] sev (~sev@2a02:a457:5d44:1:a89d:e8e0:c72a:c09) joined #scummvm. [08:37] sev (~sev@2a02:a457:5d44:1:a89d:e8e0:c72a:c09) left irc: Changing host [08:37] sev (~sev@scummvm/sev) joined #scummvm. [08:37] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [08:37] borosky (~borosky@213.134.185.68) joined #scummvm. [09:18] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [09:26] sev (~sev@scummvm/sev) joined #scummvm. [09:26] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [09:45] ccawley2011 (~ccawley20@87.115.51.249) joined #scummvm. [09:45] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [10:33] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [10:45] sev (~sev@81-205-47-249.fixed.kpn.net) joined #scummvm. [10:45] sev (~sev@81-205-47-249.fixed.kpn.net) left irc: Changing host [10:45] sev (~sev@scummvm/sev) joined #scummvm. [10:45] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [11:34] ldevulder_ (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) joined #scummvm. [11:37] ldevulder (~ldevulder@82.66.145.28) left irc: Ping timeout: 272 seconds [11:38] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [11:38] sev (~sev@scummvm/sev) joined #scummvm. [11:38] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [11:40] ldevulder (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) joined #scummvm. [11:43] ldevulder_ (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) left irc: Ping timeout: 268 seconds [11:46] ldevulder (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) left irc: Remote host closed the connection [11:47] ldevulder (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) joined #scummvm. [12:12] [discord] I made some research for future RPG project. [12:12] [discord] 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] [discord] 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] [discord] 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] [discord] Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation. [12:13] [discord] I made some research for future RPG project. [12:13] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] I made some research for future RPG project. [12:14] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 [12:20] [discord] 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] [discord] I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited) [12:20] [discord] 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] [discord] I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited) [12:21] [discord] 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] [discord] I should get started to learn into the 68k assembly, maybe sometimes easier work with that 🙂 (edited) [12:21] [discord] I made some research for future RPG projects. [12:21] [discord] 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] [discord] 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] [discord] 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] [discord] Both have opensource construction kit re-implementation (BT Builder and Dungeon Craft) but this not equal with full game engine re-implementation. (edited) [12:22] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [12:23] sev (~sev@2a02-a457-5d44-1-29ac-277e-e044-3c84.fixed6.kpn.net) joined #scummvm. [12:23] sev (~sev@2a02-a457-5d44-1-29ac-277e-e044-3c84.fixed6.kpn.net) left irc: Changing host [12:23] sev (~sev@scummvm/sev) joined #scummvm. [12:23] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [13:40] donek (~donek@213.134.185.68) left irc: Ping timeout: 272 seconds [13:41] donek (~donek@2a00:f41:1c24:6db7:575:d311:da05:15ef) joined #scummvm. 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[16:22] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [17:00] ny00123 (~ny00123@2a0d:6fc2:5ac1:e00:ebdc:6dd3:2daa:dde4) joined #scummvm. [17:00] Nick change: Grounded1 -> Grounded0 [17:04] [discord] I think for SSI GoldBox versions there is a complete java implementation [17:05] [discord] I think for SSI GoldBox games there is a complete java implementation (edited) [17:10] [discord] I did a quick search, and if you mean: https://gitlab.com/farmboy0/ssi-engine [17:10] [discord] It says in the About: "All games except FRUA are playable to a varying degree. All games are still [17:10] [discord] missing party handling and combat mechanics as big features." [17:13] [discord] 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] [discord] 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] [discord] I was aware only about qGears, but last time I checked, it was badly unfinished [17:22] [discord] yes, that's the one. There is a link to a C# project that states: [17:22] [discord] > The game is almost 100% feature complete, besides player importation from Pool of Radiance or Hillsfar. [17:23] [discord] @dreammaster but messing with Square is almost as dangerous as with Nintendo, I think [17:26] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [17:26] [discord] 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 😛 [17:27] _sev (~sev@scummvm/sev) joined #scummvm. [17:27] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [17:30] _sev (~sev@scummvm/sev) left irc: Client Quit [17:31] _sev (~sev@scummvm/sev) joined #scummvm. [17:31] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [17:33] [discord] 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] [discord] 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] [discord] 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. [17:45] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [17:47] _sev (~sev@scummvm/sev) joined #scummvm. [17:47] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [17:53] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [18:32] chraist (~chraist@user/chraist) joined #scummvm. [18:33] [discord] Btw, this one is still active for Betrayal of Krondor: https://github.com/xavieran/BaKGL [18:33] chraist (~chraist@user/chraist) left irc: Client Quit [18:39] ldevulder (~ldevulder@2a01:e0a:4f3:5890:ce2d:e0ff:fe68:3ff5) left irc: Quit: Leaving [18:39] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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] [discord] 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. [21:04] _sev (~sev@scummvm/sev) joined #scummvm. [21:04] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [22:28] ccawley2011 (~ccawley20@87.115.51.249) left irc: Read error: Connection reset by peer [22:57] TMM_ (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [22:57] TMM_ (hp@amanda.tmm.cx) joined #scummvm. [23:08] borosky (~borosky@213.134.185.68) left irc: Ping timeout: 272 seconds [23:18] ny00123 (~ny00123@2a0d:6fc2:5ac1:e00:ebdc:6dd3:2daa:dde4) left irc: Quit: Leaving [23:53] [discord] I would to play wizardry on ScummVm. I have played the psx collection. It was very good. [23:56] [discord] good for you [00:00] --- Thu Feb 8 2024