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[00:19] <ScummBot> Port build status changed with b388f6d4: Success: master-ds. Nice work, all ports built fine now
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[05:42] <Scummette> [scummvm] bgK pushed 1 new commits to master: https://git.io/fhpjR
[05:42] <Scummette> scummvm/master 57218bb bgK: MOHAWK: RIVEN: Fix using the jundle ladder without lowering it
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[08:05] <nipung> Hi. I'm second year undergrad and I would like to work on the engine for Hyperspace Delivery Boy for GSOC.
[08:07] <nipung> Would the sword25 engine source code be a good place to start with?
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[09:23] <Strangerke|work> hi nipung
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[09:23] <Strangerke|work> sorry for the late answer, I was in a meeting
[09:24] <Strangerke|work> that's particularly frustrating.
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[09:29] <nipung> N
[09:36] <Strangerke|work> re
[09:36] <Strangerke|work> nipung: I think the very first step is to get a working environment so you can compile the solution
[09:36] <Strangerke|work> then yes, looking at the Sword25 engine would give you a good idea of how it works currently
[09:36] <Strangerke|work> there's a specific attention point on the savegames btw
[09:37] <Strangerke|work> Apart that I can't tell much as I didn't work explicitely on this engine. but ask in the channel, you may get an answer (from _sev for example)
[09:38] <nipung> Strangerke|work: I have got the repo compiling so that's done. I'll start by looking into the engine then
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[09:58] <Strangerke|work> excellent :)
[10:33] <Strangerke|work> _sev : any recommandation for a good start with Sword25?
[10:52] <Harekiet> it's always only you here Strangerke :)
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[11:25] <_sev> nipung: well, sword25 will not be _that_ helpful except one important thing
[11:26] <_sev> nipung: as part of this project you would need to move lua out of sword25 engine to the common/ code, and make it useable in both engines
[11:26] <_sev> it should be pretty straighforward, though
[11:26] <_sev> and we already have proper Lua persistency implemented, so you could concentrate only on the logic
[11:28] <waltervn> hi all
[11:50] <nipung> _sev: Got it.
[11:51] <_sev> please make sure you're following our coding, naming and commit guidelines and conventions
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[12:57] <Strangerke|work> _sev: maybe that could be a task for the application period?
[12:57] <_sev> yes, sounds like a good thing
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[20:36] <David_gsoc> Hello again everyone! For the moonbase commander gsoc project, can I get some more information possibly from @_sev ? Basically my current questions are: 1. For this game, can ScummVM currently support the single player version? 2. Is it possible to take a glance at the game code in advance to get a rough idea about the scale and the difficulty of the project? (Copied from my intro message in Mar 05 IRC log...) Thanks a lot!
[20:37] <waltervn> has anyone tried Ghidra on 16-bit DOS code? I'm running into some issues.
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[20:38] <_sev> David_gsoc: hi
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[20:38] <_sev> David_gsoc: the game is using DirectPlay, but there is no need to keep compatibility with the original
[20:38] <SupSuper> waltervn: what's the issue? i've noticed it doesn't deal with extenders and stuff like IDA
[20:39] <_sev> David_gsoc: you must use curl/sdl_net which is now part of ScummVM. Possibly, it will require server-side part in order to make "game rooms"
[20:40] <waltervn> SupSuper: I'm having trouble with stuff like this "MOV SI, offset Foo". I can't seem to specify a segment for Foo, except with a manual memory reference (but the decompiler seems to ignore that)
[20:40] <_sev> David_gsoc: in order to sense the network play, you may watch many videos on youtube, like this one: https://www.youtube.com/watch?v=BSpSXzeyEIE
[20:40] <waltervn> if the code then later uses [SI], the Listing will show the correct segment for Foo, but the decompiler will use CS
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[20:42] <David_gsoc> Hi _sev! Thanks for replying! Yeah I have tried this game myself!
[20:45] <David_gsoc> emm but i'm still curious about whether it's possible to look at source code before the proposal so that I can fill the proposal with more details and make it more feasible ,, If that's not possible, then is it convenient to discuss some more details about the project here?
[20:51] <_sev> David_gsoc: no, since the license is rather restrictive
[20:51] <_sev> you may see what methods need to be implemented in our source code, as there are stubs
[20:52] <_sev> it is pretty straightforward
[20:52] <_sev> once the game session is established, the host sends to remote commands to launch scripts, or sends arrays
[20:53] <_sev> and it is low latency. All logic is still belongs to the SCUMM scripts, so you need to implement:
[20:54] <_sev> creating a network game, joining existing game, send packet of data to the players.
[20:55] <_sev> the data is very simple, like StartScript #XXX with following parameters
[21:00] <David_gsoc> ok i see, so since we'are not touching the game source code, are we actually mocking a DirectPlay in scummvm and also provider game host service...?
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[22:25] <nipung> _sev: For the Lua project, I have managed to separate the lua code into common/lua.
[22:26] <_sev> could you show me your code?
[22:26] <nipung> It is compiling fine, but way to test it out?
[22:26] <nipung> _sev: pull request?
[22:27] <_sev> no, not pull request, just push to your repo
[22:28] <nipung> Oh, right. The changes are at my fork.
[22:28] <nipung> https://github.com/nipunG314/scummvm/tree/hyperspace-delivery-boy
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[00:00] --- Sat Mar 9 2019