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[00:10] <joachimeberhard> Fingolfin: I haven't tested my HUGE stack of HE games yet ;)
[00:11] <Fingolfin> well, tough luck, it's too late now anyway
[00:11] <joachimeberhard> well......
[00:11] <joachimeberhard> too late for what?
[00:12] <CIA-15> fingolfin * r21672 /scummvm/trunk/engines/scumm/plugin.cpp: Finally got rid of multiple_versions_md5_settings in favor of extra_versions
[00:14] <Fingolfin> for doing that testing the easy way (i.e. looking for errors triggered by potential mismatches), as I just removed multiple_versions_md5_settings for good
[00:15] <joachimeberhard> what does that mean? ;)
[00:16] <joachimeberhard> I'll be back in a few mins to read your possible answer ;)
[00:18] <CIA-15> fingolfin * r21673 /scummvm/trunk/ (engines/scumm/scumm-md5.h tools/scumm-md5.txt): New Loom version reported by Peter Eckerlein
[00:18] <CIA-15> fingolfin * r21674 /web/trunk/docs/md5.inc: New Loom version reported by Peter Eckerlein
[00:19] Nick change: BBrox -> BBrox_ZZz

[00:46] <_sev> Fingolfin:
[00:46] <_sev> oops
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[01:43] <CIA-15> kirben * r21675 /scummvm/trunk/engines/simon/ (simon.cpp simon.h vga.cpp): Add initial support for vertical scrolling in FF
[01:50] <CIA-15> kirben * r21676 /scummvm/trunk/engines/simon/simon.cpp: Remove excess ; in scrollEvent()
[01:56] <CIA-15> kirben * r21677 /scummvm/trunk/engines/simon/oracle.cpp: Fix load game display of oracle in FF
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[02:00] <CIA-15> kirben * r21678 /scummvm/trunk/engines/simon/oracle.cpp: Remove debug leftover
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[05:28] <Endy> I'll be taking the Wiki down for a bit, in case anybody is working on something
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[06:16] <Endy> Ok, should all be up again once the link tables finish refreshing
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[08:19] <CIA-15> eriktorbjorn * r21679 /scummvm/trunk/engines/cine/script.cpp:
[08:19] <CIA-15> Added helper functions getNextByte(), getNextWord() and getNextString() to make
[08:19] <CIA-15> the opcode decoder a bit easier to read. The same change could be made to
[08:19] <CIA-15> decompileScript() as well, but I have a feeling that this function should be
[08:19] <CIA-15> made a standalone tool instead. Particularly considering how much memory it
[08:19] <CIA-15> currently uses.
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[08:44] Nick change: BBrox_ZZz -> BBrox
[08:44] <CIA-15> kirben * r21680 /scummvm/trunk/engines/simon/ (8 files): Fixes for oracle in FF and cleanup
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[08:47] <CIA-15> eriktorbjorn * r21681 /scummvm/trunk/engines/cine/object.cpp: Cleanup.
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[09:22] <CIA-15> eriktorbjorn * r21682 /scummvm/trunk/engines/cine/ (cine.cpp various.cpp various.h):
[09:22] <CIA-15> Began collecting hard-coded language-specific strings in a new initLanguage()
[09:22] <CIA-15> function. It's now possible to choose between English and French menus, and the
[09:22] <CIA-15> command string preposition in English is "on", not "sur".
[09:22] <CIA-15> There are still plenty of hard-coded French messages to do with savegame
[09:22] <CIA-15> handling. I haven't done anything about them.
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[09:35] <CIA-15> eriktorbjorn * r21683 /scummvm/trunk/engines/cine/ (anim.cpp gfx.cpp script.cpp various.cpp): Cleanup.
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[09:55] <CIA-15> fingolfin * r21684 /scummvm/trunk/engines/scumm/ (7 files in 2 dirs): Renamed various *GameSettings to GameSettings (our namespaces are enough to distinguish them)
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[10:14] <CIA-15> fingolfin * r21685 /scummvm/trunk/engines/scumm/ (plugin.cpp plugin.h): Move some more bits into namespace Scumm
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[11:57] <WooShell> moin
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[12:13] <WooShell> cl3m!
[12:16] <clemmy> W00
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[12:17] <clemmy> sup?
[12:18] <WooShell> *yawn* not me..
[12:19] <clemmy> no food at home :|
[12:19] <WooShell> call a pizza ;)
[12:20] <clemmy> nah, gonna go shopping
[12:21] <clemmy> I live in nowwhereland, they don't deliver pizza here
[12:21] <_sev> or chopping?
[12:21] <clemmy> you can order, but you need to fetch it yourself
[12:21] <clemmy> nothing to chop at home
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[12:52] <CIA-15> fingolfin * r21686 /scummvm/trunk/engines/ (5 files in 5 dirs): Renamed various *GameSettings to GameSettings (our namespaces are enough to distinguish them)
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[13:08] <CIA-15> fingolfin * r21687 /scummvm/trunk/ (4 files in 2 dirs): Moved version vars from base/main.cpp to base/version.cpp; thus now version.o is always rebuilt on every change, not main.o
[13:10] <CIA-15> fingolfin * r21688 /scummvm/trunk/ (6 files in 4 dirs): Removed common/map.h with the Common::Map template class (it was a very bad implementation, and our HashMap is simply better).
[13:10] <Fingolfin> _sev: hm, scumm/plugin.cpp vs. simon/game.cpp and saga/game.cpp
[13:10] Action: Fingolfin wonders which name to prefer :-)
[13:11] <_sev> game.cpp in saga/ is a historic name, it was copied to simon/
[13:11] <_sev> \so for me it's ok to rename to plugin.cpp at least in saga/
[13:12] <_sev> besides, it would be good if these two will be merged, i.e. currently there is code duplication and that detector is good enough to be put in a separate namespace and reused
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[13:15] <_sev> and most probably that I will use it in cine
[13:16] <Fingolfin> OK. But note that the code in game.cpp will be a PITA for the PalmOS porter, because in order to make things work, he'll have to duplicate every single of the gazillion of data structs found in there :-/
[13:17] <_sev> that's why it would be really nice to have the detector itself in a separate file
[13:17] <Fingolfin> i.e. from a portability POV it's not nice
[13:17] <_sev> then saga/ and simon/ will contain just those structure
[13:17] <_sev> structures
[13:18] <_sev> and will pass their pointers to detector
[13:18] <Fingolfin> oik
[13:18] <Fingolfin> ok
[13:18] <_sev> for PalmOS we can create some kind of macro or something which will produce that data wrapped (I don't know the details)
[13:20] <Fingolfin> where to put it? common/detector.* ?
[13:21] <_sev> it is not just a detector but a multifile detector
[13:21] <_sev> maybe call it MultiDetector or soemthing
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[13:21] <_sev> or AdvDetector (advanced)
[13:21] <Fingolfin> also was wondering whether we want to reduce kMD5FileSizeLimit in scumm/kyra/gob/lure from 1 MB to something smaller, let's say, 128kb, for faster computations... Of course this would force us to recompute various MD5s, depending on the games. Most LEC games have smaller detect files, though. I am not sure how many games it would affect
[13:22] <_sev> scumm: mac bundles
[13:22] <Fingolfin> it's actually debatable whether that is an "Advanced" feature, to be honest =) the more you enforce, the more rigid you are, which both a good and a bad thing =)
[13:22] <_sev> gob: cd versions
[13:22] <_sev> others afaik have smaller files
[13:23] <_sev> heh, another planned feature there is multiple _file_-based detection, not multiple md5, i.e. it will determine who is who by presense of a set of specified files
[13:24] <Fingolfin> yes, that's something I am doing in the SCUMM detection code I am working on, too
[13:24] <_sev> Andrew will do it next, since we will need it for compressed music in SAGA, as we cannot guarantee const'ness of md5 then
[13:24] <Fingolfin> comi.la0 is 76791 bytes, so it seems 80kb or 80000 bytes are ok
[13:25] <Fingolfin> the non-MAC HE games also have small detect files?
[13:25] <_sev> if you're going to do that unification now, please, pay attention, that simon detection code modified that it will check files with trailing dot (like "GAMEPC."), so the best would be to take code from there
[13:26] <clemmy> let's just select the game driver on a random basis to make it more accurate (that'd have been a nice april fools post!)
[13:26] <Kirben> Largest HE game index file I have is 108,594 bytes.
[13:26] <_sev> yes, *.he0 file is small, and mac versions do not use bundles, but usual set of files, just they have different naming scheme, i.e. 'file (0)' instead of file.he0
[13:27] Action: _sev checks largest he0 file
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[13:28] <_sev> jungle/jungle.he0 108594 :)
[13:28] <_sev> next one is baseball2001/baseball 2001.he0 with 95480 bytes
[13:31] Action: _sev bbl
[13:32] <Fingolfin> well, I added this to the TODO. For now, 128kb then seems like a good limit, and we could probably drop it to something like 50kb if we wanted, w/o causing to much additional work (this might benefit low end ports a lot, for which computing MD5 of large data chunks is expensive)
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[13:33] <_sev> besides,
[13:34] <_sev> what I'm thinking is about adding ability to handle files in macbinary format, at least for HE games. But what stops me from coding is how to calculate md5
[13:34] <clemmy> btw, why not include optional MD5 of the full files to be triggered by some cmdline switch to more easily recognize the "badly copied datafile" problem?
[13:35] <_sev> maybe add a special version of md5_file() which will seek at data chunk
[13:35] <Kirben> Because that would help pirates, much more than regular users.
[13:36] <clemmy> hmm
[13:36] <_sev> clemmy: that was discussed several times. Ideally we could host a DB of all file md5s with filesizes and probably sha1 checksums. The questions are (a) piracy (b) enormous amount of work
[13:36] <clemmy> ok
[13:36] <clemmy> I must have forgotten about that
[13:36] <_sev> with that we could initiate pokerom fever well-known in MAME
[13:37] <clemmy> I guess there are already cmpro datfiles for scummvm floating around somewhere
[13:37] <CIA-15> fingolfin * r21689 /scummvm/trunk/ (12 files in 12 dirs): Modified the REGISTER_PLUGIN macro so that it allows (and requires) a trailing semicolon (this helps certain tools to parse our code better)
[13:38] <CIA-15> kirben * r21690 /scummvm/trunk/engines/simon/ (debug.h icons.cpp items.cpp oracle.cpp simon.h verb.cpp): Add FF difference in addTextBox() and minor cleanup
[13:38] <_sev> clemmy: passigar
[13:41] <clemmy> ok
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[14:05] <Yaz0r> hey Endy
[14:09] <Endy> Hey Yaz
[14:09] <Endy> how goes it? :)
[14:10] <Yaz0r> groovy :)
[14:10] <Endy> Hehe, thats good to hear
[14:10] <Yaz0r> what's up on your side ?
[14:10] <Endy> Not much atm. Been a bit crook lately, and going interstate to visit family in a few days.
[14:10] <Endy> Fun fun fun :)
[14:11] <CIA-15> fingolfin * r21691 /scummvm/trunk/ (4 files in 3 dirs): AmigaOS4 changes from tracker #1416370
[14:11] <Yaz0r> :)
[14:12] <CIA-15> fingolfin * r21692 /scummvm/trunk/common/util.h: Change check for MIN/MAX macros: Always undef those so that our templates are used (which are safer, consider MIN(a++, b++))
[14:21] Action: Yaz0r SSE mode
[14:23] <_sev> Endy: yo
[14:24] <Endy> Hey Sev, hows it going?
[14:24] <pigeon> g'day Endy
[14:24] <_sev> as usual
[14:24] <_sev> wow, pigeon
[14:24] <Endy> _sev: How common. :P
[14:24] <pigeon> hey _sev :>
[14:24] <Endy> Yo pigeon, hows it going?
[14:25] <pigeon> Endy: good! you?
[14:25] <_sev> pigeon: ...we came out from the deep... (c) Pink Floyd
[14:25] <Endy> pigeon: Not too bad.
[14:25] <pigeon> Endy: i got married in January!
[14:25] <Endy> Flying off to Tassie on tuesday
[14:25] <Endy> wow, congrats :)
[14:26] <pigeon> ah, for holidays?
[14:26] <Endy> kinda
[14:26] <Endy> family visit
[14:26] <Endy> dunno how much of a 'holiday' it will be :)
[14:26] <pigeon> hehe
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[14:31] <WooShell> ewwo Endi :)
[14:31] <Endy> 'lo :)
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[14:52] <CIA-15> eriktorbjorn * r21693 /scummvm/trunk/engines/cine/ (cine.cpp script.cpp script.h):
[14:52] <CIA-15> Split the opcodes into individual functions. This could easily cause
[14:52] <CIA-15> regressions, but hopefully not too many. While doing this, I noticed I had
[14:52] <CIA-15> gotten at least one of the stubs I added recently wrong. That's hopefully
[14:52] <CIA-15> fixed now.
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[15:34] <CIA-15> eriktorbjorn * r21694 /scummvm/trunk/engines/cine/script.cpp: Renamed some local variables for consistency.
[15:37] <Yaz0r> who said there was local variables inconsistencies in cinE ? :P
[15:55] <CIA-15> eriktorbjorn * r21695 /scummvm/trunk/engines/cine/script.cpp:
[15:55] <CIA-15> Fixed two Operation Stealth regressions:
[15:55] <CIA-15> * When I introduced the getNext* helper functions I accidentally used
[15:55] <CIA-15> getNextWord() instead of getNextByte() in one case.
[15:55] <CIA-15> * When splitting the opcodes into separate functions, I noticed that Operation
[15:55] <CIA-15> Stealth has no opcode 0x40, yet it's used. So for now we only warn when
[15:55] <CIA-15> trying to execute an undefined opcode.
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[15:58] <CIA-15> eriktorbjorn * r21696 /scummvm/trunk/engines/cine/script.cpp: Make the warning message for undefined opcodes slightly clearer.
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[16:32] <mattikoo> hello
[16:34] <mattikoo> how i get amazon queen running in fc 5. I have installed scummvm and extracted queen 181,9 mt
[16:34] <mattikoo> I tried run scummvm and select program but it halt
[16:36] <mattikoo> Something may be wrong in settings, but I haven't change anything yet
[16:39] <mattikoo> I changed platform to Linux but it isn't helped
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[16:41] <dragon_> hi
[16:41] <mattikoo> hello
[16:42] <dragon_> anybody who is responsible for the scummvm website?
[16:42] <dragon_> the link the the daily win32 svn build is broken since some weeks
[16:43] <dragon_> it not possible to download the file
[16:43] <Qvist> mattikoo: http://www.scummvm.org/documentation.php?view=datafiles and the platform should autodetect
[16:43] <Qvist> dragon_: yes there are some problems with downloading that file, try again later
[16:44] <dragon_> Qvist hm ok :-)
[16:48] <mattikoo> ahaa. I need original game
[16:48] <mattikoo> or this file?
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[16:51] <Qvist> you can download it on scummvm.org->downloads, it's freeware
[16:52] <mattikoo> Qvist: Thank you :)
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[16:57] <rjune> mattikoo: you are aware of livna?
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[17:12] <rjune> _sev: weren't you curious about downloads specificly for fc5 ?
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[18:00] <mattikoo> rjune: Game runs very good :)
[18:00] <mattikoo> sounds and all
[18:01] <mattikoo> My son like it very much :) Thank you
[18:03] <rjune> mattikoo: I'm fixing the livna package for bass now, I'll add amazon queen to livna too
[18:06] <mattikoo> rjune: :) really? that's good
[18:09] <mattikoo> I have win95-version of broken sword. Can I run it on linux by scummvm?
[18:09] <mattikoo> broken sword 2
[18:13] <eriktorbjorn> mattikoo: It should work, if you install all the necessary data files to your hard disk. Playing from CD is not supported. (Or at least not well tested.)
[18:14] <mattikoo> ok. thank you :)
[18:14] <mattikoo> I think my son like it very much too :)
[18:16] <eriktorbjorn> mattikoo: The README file has a brief description of which files are needed. The original cutscenes aren't supported, unfortunately, but there are re-encoded ones on the ScummVM web page.
[18:17] <mattikoo> thanks. so rjune: what is name of the queen-package
[18:19] <mattikoo> I try find by yumex. It doesn't find any queen-names. I think have I right source
[18:21] <mattikoo> Sorry if my language is bad. English language is not the best side of my person...
[18:22] <mattikoo> of course I have different mirror :) sorry
[18:24] Nick change: Marticus` -> MartiGone
[18:29] <eriktorbjorn> Does anyone know off-hand what "greater than" and "less than" is in French? (As in "42 is greater than 13".)
[18:33] <mattikoo> moins que is less than?
[18:33] <mattikoo> I'm not sure
[18:34] <BBrox> plus que
[18:34] <BBrox> moins que
[18:34] <BBrox> plus grand que
[18:34] <BBrox> moins grand que
[18:34] <BBrox> Depends of the context :-)
[18:34] <BBrox> One says '42 est plus grand que 13'
[18:35] <eriktorbjorn> BBrox: I'm trying to understand why a "jump if a > b" opcode in the cine engine is called "gotoIfSup".
[18:35] <BBrox> goto if superior.
[18:35] <BBrox> Seems clear to me :-)
[18:35] <eriktorbjorn> BBroz: The "jump if a < b" opcode is called "gotoIfInf". I guess that would be "inferior", then.

[18:36] <BBrox> So it's maybe a bit of Frenglish
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[18:37] <Kirill> aquadran: you there?
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[18:46] <mattikoo> thank you for help everyone :) I hope I can help sometimes you. See you.
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[18:50] <CIA-15> eriktorbjorn * r21697 /scummvm/trunk/engines/cine/script.cpp: Made the "gotoIf" opcodes slightly easier to read.
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[19:08] <Yaz0r> :P
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[19:22] <CIA-15> eriktorbjorn * r21698 /scummvm/trunk/engines/cine/script.cpp: This is probably what o1_removeLabel() should do. Is it used anywhere?
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[19:44] <Onyl_Ryan> Is anyone having trouble with "the dig"? I know what I have to do at a particular point, having completed it on the Mac many years ago, but on my PPC I can't do it (not giving too much detail so I don't spoil the game).
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[19:49] <_sev> Onyl_Ryan: it was completed at least several hundred times n at least dozen countries with ScummVM
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[19:58] <Onyl_Ryan> Have you completed it @_sev?
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[20:20] <eriktorbjorn> I wonder if he was having trouble getting into the crypt. :-)
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[20:57] <CIA-15> eriktorbjorn * r21699 /scummvm/trunk/engines/cine/ (main_loop.cpp script.cpp script.h various.cpp): Some more Operation Stealth changes. Mostly stubs.
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[21:20] <_sev> wow, guys, just look what MetaFox is doing with our wiki. This guy is a hurricane
[21:23] Nick change: sholin- -> sholin
[21:33] <P2E> good or bad hurricane
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[21:53] <rjune> _sev: you were curious about download stats for scumm in fedora, right?
[21:54] <rjune> http://rpm.livna.org/awstats/awstats.pl?urlfilter=scumm.*rpm&urlfilterex=&output=urldetail&config=rpm.livna.org&framename=mainright
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[23:15] <Fingolfin> anybody here familiar with the NES file naming conventions?
[23:15] <Fingolfin> in particular, what languages are
[23:15] <Fingolfin> Maniac Mansion (E).prg
[23:15] <Fingolfin> resp.
[23:15] <Fingolfin> Maniac Mansion (U).prg
[23:15] <Fingolfin> ?
[23:15] <Fingolfin> is one british and one american english, maybe?
[23:16] <Fingolfin> our MD5 db is, unfortunately, not conclusive, since it has *two* "en" entries (indicating american english, while gb would be british english, in our system at least)
[23:16] <_sev> european and USA
[23:17] <_sev> do we have gb?
[23:17] <_sev> because there are several gb HE games, with gb accent
[23:27] <Javacat> E is english
[23:27] <Javacat> u is american
[23:29] <Javacat> http://wiki.pocketheaven.com/GoodCodes
[23:31] <Fingolfin> Javacat, _sev: So I guessed right, fine. But I can't correct the md5 table, since I can't distinguish which is which
[23:31] <Fingolfin> and yes, we do have gb, every of our language constants is mapped ot unique identifies, see common/util.cpp
[23:35] <_sev> Fingolfin: USA is
[23:35] <_sev> d8d07efcb88f396bee0b402b10c3b1c9
[23:35] <_sev> and
[23:35] <_sev> 17f7296f63c78642724f057fd8e736a7
[23:37] <CIA-15> fingolfin * r21700 /scummvm/trunk/engines/scumm/plugin.cpp: Our extra_versions table is a bit too eager in some cases to assign platform values; fixing some of these cases and adding code that detects these and triggers an according warning
[23:38] <Fingolfin> _sev: wanna fix the tables? I have uncommited changes right now :)
[23:38] <_sev> Fingolfin: currently for 'en' we use English flag. Should it be changed to USA flag?
[23:39] <_sev> Fingolfin: if you want to fix those, go ahead
[23:39] <_sev> but I can do that too. Should I?
[23:43] <Fingolfin> we, problem with "en" is that in some cases, we use it to mean "english" generically, and sometimes as "american english"...
[23:43] <Fingolfin> I guess we should consider adding a third entry, "us", and then change "en" to mean "generic english".... but that'll be some work
[23:44] <Fingolfin> for most games, there exists only one english version anyway, for those it's annoying to read "English (US)" or "English (GB)" in the description, the user would be content with just "English". Adding the GB/US bit IMHO only makes sense if both an US and an GB version exists
[23:44] <_sev> then
[23:44] <_sev> us, gb and en?
[23:44] <Fingolfin> as is the case with MM, and I think some non-SCUMM games, but I am not aware of any other SCUMM games where two english versions exists (please correct me if I am wrong)
[23:45] <Fingolfin> _sev: yeah, that would be my thought (might be flawed, though :-)
[23:45] <_sev> several HE games have both accents
[23:45] <Fingolfin> ok
[23:45] <_sev> probably all of them
[23:45] <Fingolfin> well the idea would be: "use en if there is only one english version; use gb/us otherwise"
[23:46] <Fingolfin> also, we'd have to add an "EN_ENG" or "EN_GEN" or so language enum, and check all code that uses EN_USA
[23:47] <Fingolfin> he, seems currently sky.cpp is the only place we use EN_GRB
[23:48] <_sev> yep
[23:48] <_sev> that's why I asked
[23:48] <Fingolfin> hence, we can change EN_USA to EN_whatever everywhere except for sky.cpp, I guess
[23:48] <Fingolfin> and then let engine maintainers sort out if they need to differentiate between GB/US or not
[23:48] <Fingolfin> (currently, they don't at all, so nothing's lost)
[23:49] <Fingolfin> How to name it... maybe EN_GEN like English (Generic) ? Ah well, name is not so important, as we can easily change it later :)
[23:50] <_sev> maybe EN_EN?
[23:50] <_sev> though EN_GEN is ok too
[23:50] <Fingolfin> so far we use LANG_COUNTRY
[23:50] <Fingolfin> EN_ANY?
[23:50] <Fingolfin> (and there is UNK_LANG, too, of course :)
[23:50] <_sev> en_any is better
[23:51] <_sev> so EN_ANY
[23:51] <Fingolfin> one of these days, I want to change those to kLanguageEnglishUS or kLanguageUSEnglish or so *g*. Pro: more verbose and consistent, Con: more verbose and more work to type =)
[23:52] <Fingolfin> go for EN_ANY then (as I said, changing it again if we like is trivial anyway, so no point in loosing sleep over this :-)
[23:52] <_sev> i'm busy right now for doing that, sorry
[23:53] <Fingolfin> not sure if I understood that sentence correctly, so I am asking to clarify: You mean that you aren't going to add EN_ANY right now? Or did you mean something else?
[23:53] <_sev> probably tomorrow
[23:54] <Fingolfin> ok, sure, no need to hurry =)
[23:54] <Fingolfin> I simply was noticing this because I added those *.prg files to my new SCUMM filename map code, which tries to extract language/platform/variant hints from the filenames, where possible
[23:55] <Fingolfin> but it can be "fixed" at any later point :)
[23:55] <_sev> ok, let me do that right now
[23:55] <_sev> so I'll change everything to EN_ANY except sky engine
[23:57] <Fingolfin> fine by me
[23:58] <_sev> which flag should we use for en_any?
[23:59] <Fingolfin> flag?
[23:59] <Fingolfin> ah, flag =)
[00:00] --- Sun Apr 9 2006