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[06:19] <Scummette> [scummvm] larsamannen opened pull request #5779: IOS7: Metal Part 1 (master...ls_metal_part1) https://is.gd/Nu8Wrb
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[07:16] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/0fIviB
[07:16] <Scummette> scummvm/master c609da4 Strangerke: BAGEL: Fix potential issue in file buffer allocation (CIC 1544891)
[07:16] <Scummette> scummvm/master 3cea100 Strangerke: BAGEL: Remove unused functions in master_win (Fixing by side effect CID 1544823, 1544864 1544890)
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[08:22] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/xTdRAV
[08:22] <Scummette> scummvm/master 6a8a002 Strangerke: BAGEL: Initialize some variables in contructor of CBagMenuDlg (CID 1544833)
[08:33] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/WL26mi
[08:33] <Scummette> scummvm/master 1518218 Strangerke: BAGEL: Some renaming in movie_object, remove useless asignments of rc in runObject() (CIC 1544842)
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[09:04] <Scummette> [scummvm] LittleToonCat opened pull request #5780: SCUMM HE: Moonbase Commander Map Generation (master...moonbase_map_generation) https://is.gd/lcp1ID
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[11:20] <grogbot> [discord] <rvanlaar> @sluicebox was just talking to an old acquittance. While talking about space quest, he raved about a specific nostalgic feature for Olivettie m21. The 10mb hard disk would shutdown mid game play. A whack on it would make the hard drive spin up again.
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[14:49] <grogbot> [discord] <dreammaster> Good 'ol percussive maintenance 🙂
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[16:23] <Scummette> [scummvm] fracturehill pushed 1 new commits to master: https://is.gd/VZ6gWL
[16:23] <Scummette> scummvm/master 4a6cd7f fracturehill: NANCY: Add nancy7 detection entry
[16:25] <grogbot> [discord] <sev____> @duffadash welcome!
[16:26] <grogbot> [discord] <duffadash> Hello!
[16:26] <grogbot> [discord] <duffadash> Just realised I should probably join here in case someone needed access to Danish director games at some point 🙂
[16:27] <grogbot> [discord] <sev____> oh, indeed, at least for cataloguing purposes
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[16:27] <grogbot> [discord] <sev____> and if you have some notable titles in mind that need to be working, we could take a look into those
[16:30] <grogbot> [discord] <duffadash> Oh there's a bunch. Specifically from Studio 1-2, Ivanoff Interactive, Savannah and Orfeus.
[16:32] <grogbot> [discord] <duffadash> Thankfully @madmoose_dk is also Danish and familiar with the titles. 🙂
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[17:15] <grogbot> [discord] <clefthemouse> Are you limited to 99 save files in ScummVM per game?
[17:15] <grogbot> [discord] <clefthemouse> Are you limited to 99 manual save files in ScummVM per game? (edited)
[17:16] <grogbot> [discord] <fracturehill> it depends on the engine, 99 is the default number but an engine could set it as high up as 999
[17:17] <grogbot> [discord] <fracturehill> @duffadash feel free to share any obscure director game info in #
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[17:26] <Scummette> [scummvm] athrxx pushed 3 new commits to master: https://is.gd/kkM6p4
[17:26] <Scummette> scummvm/master b53dbf1 athrxx: SCUMM: (FM-Towns) - improve dirty rect handling
[17:26] <Scummette> scummvm/master 158614f athrxx: SCUMM: some Coverity fixes
[17:26] <Scummette> scummvm/master 3afaca3 athrxx: SCUMM: (DIG) - fix regression
[17:43] <grogbot> [discord] <clefthemouse> No way to set it manually?
[17:44] <grogbot> [discord] <fracturehill> not really, the engine's code needs to be able to support that amount of saves
[17:45] <grogbot> [discord] <fracturehill> if you're compiling youself you may have some luck changing the relevant engine's code yourself but i can't guarantee it
[17:46] <grogbot> [discord] <fracturehill> e.g. for the engine i maintain the maximum number of saves is seven because the in-game ui just can't show more than that
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[18:52] <grogbot> [discord] <sev____> Could you describe a scenario when a game requires more than 99 saves?
[18:55] <grogbot> [discord] <clefthemouse> It's a bit of a silly idea, but I'm in the process of writing a complete 'route' through King's Quest 6 for the purpose of some informational streams/videos, and for my current/future reference, I had the idea of creating a save after every single significant action (those that give you points), of which there are a dozen or two over 100, it seems
[18:55] <grogbot> [discord] <clefthemouse> so that I'd have a very granular way to go to a very specific point in game, if I ever wanted to see or test something
[18:57] <grogbot> [discord] <dreammaster> It's not ideal, but most engines (including the sierra engine, AFAIK) create savegames based on the game Id for a given detection entry. So you could have multiple detection entries for the same game, just with different Ids, and each could have their own set of saves.
[19:00] <grogbot> [discord] <clefthemouse> I don't really understand what exactly a "detection entry" is, but from what you say, something like that could be perfect, as the true ideal would be two sets of saves (one much larger than the other, but maybe neither above 100, in this case), for the two main 'paths' in this game. Failing that, I was expecting to need one big chunk of saves that covers both 'paths'
[19:01] <grogbot> [discord] <supsuper> each game entry in scummvm is a "detection entry". so you can add the same game multiple times and they'll each have their own set of saves. you can even rename them to remind yourself which has which saves
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[19:07] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://is.gd/GbhAD5
[19:07] <Scummette> scummvm/master 5c71c1c athrxx: SCUMM: (DIG) - fix bug no. 15025
[19:08] <grogbot> [discord] <clefthemouse> oh, I see...am I able to duplicate an entry, so I don't have to configure the second entry from scratch?
[19:11] <grogbot> [discord] <fracturehill> yes, you just need to locate the scummvm.ini file on your system and copy/paste the entry, changing the [name-in-square-brackets] to something else
[19:11] <grogbot> [discord] <clefthemouse> Sounds promising! Definitely will look into it once I'm done with this 🙂
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[20:23] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/LDIf64
[20:23] <Scummette> scummvm/master f1a2370 Strangerke: BAGEL: some renaming in movie_object, remove unused defines and dead code in bibble_window
[20:23] <Scummette> scummvm/master 2a3e0f9 Strangerke: BAGEL: Some renaming in movie_object, remove an unused contructor of CBagPanBitmap (Fixing 1544894), modify the other constructor to fix a call to generateCosineTable with an uninitialized variable
[20:25] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/ZFd9IZ
[20:25] <Scummette> scummvm/master 01f6659 Strangerke: BAGEL: Add explicitly an update flag to true to show the cosine table is generated
[20:42] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/f2dV5G
[20:42] <Scummette> scummvm/master 87d4dde Strangerke: BAGEL: small cleanup in pan_window, fix a null dereference issue in onSize() (CID 1544817)
[20:46] <grogbot> [discord] <_lman_> @duffadash welcome fellow neighbour. I sit on the other side of the bridge.
[20:55] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/R0Hnbd
[20:55] <Scummette> scummvm/master 340bf7a Strangerke: BAGEL: Remove 3 useless assignments (CID 1544822)
[20:55] <Scummette> scummvm/master 0d00564 Strangerke: BAGEL: Remove 2 unused functions in CBagParseObject (By side effect, fix CID 1544828)
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[21:05] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/2qieF2
[21:05] <Scummette> scummvm/master 1e82d3d Strangerke: BAGEL: Reduce if block depth in CBagPDA::update() and runWaitingMovie(), fix 2 pointers to obsolete pointers (CID 1544861)
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[21:23] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/mtPNJC
[21:23] <Scummette> scummvm/master 26d181f Strangerke: BAGEL: Remove unused functions in CBagParseObject, remove CBagVector (in parse_object)
[21:30] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/9y7sk5
[21:30] <Scummette> scummvm/master 21dc3e4 Strangerke: BAGEL: Some renaming in rp_object, remove useless null check before a delete, initialize a variable in constructor (CID 1544821)
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[22:31] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://is.gd/NHqhqg
[22:31] <Scummette> scummvm/master 5a146aa digitall: SCUMM: HE: Fix Memset On Non-Trivial Structure GCC Compiler Warnings
[23:23] <grogbot> [discord] <clefthemouse> Does the "RGB Rendering" setting do anything in King's Quest VI?
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[00:00] --- Wed May 8 2024