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[00:08] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/a89lbg
[00:08] <Scummette> scummvm/master 19e078a sev-: DIRECTOR: Implement VWTL loading (not used yet)
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[03:17] <grogbot> <treloret> Think it just shares 2 of the developers.
[03:18] <grogbot> <treloret> If they're still alive, might be a way to contact them.
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[05:38] <grogbot> <eriktorbjorn> I always assumed it was different. Wasn't the Magnetic Scrolls "engine" basically just a 68000 CPU with a few custom instructions anyway? (Or am I misremembering.)
[05:41] <Scummette> [scummvm] antoniou79 pushed 1 new commits to branch-2-6: https://is.gd/NuvoxI
[05:41] <Scummette> scummvm/branch-2-6 63e41ea antoniou79: GUI: Fix iconpath iconspath Confman key discrepancy
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[06:22] <grogbot> <thesentrygamer> anyone know how the gog version of pegasus prime is able to open scummvm directly into a game and bypass any type of launcher?
[06:24] <grogbot> <rootfather> Yes, you can pass the game/target name as argument to scummvm, e.g. "scummvm.exe comi". This will launch the game without having to go through the launcher first.
[06:24] <grogbot> <thesentrygamer> yes, but the gog-built shortcut just directly launches the exe without arguments
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[06:32] <grogbot> <rootfather> Maybe they use a wrapper executable
[06:33] <grogbot> <thesentrygamer> now that seems like an interesting avenue to pursue, the wrapper and the main scummvm tucked together in a nice package
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[07:49] <Scummette> [scummvm] neuromancer pushed 2 new commits to master: https://is.gd/iAdYUQ
[07:49] <Scummette> scummvm/master a80cd2a neuromancer: HYPNO: fixed palette handling when the arcade sequence is not starting in the first frame
[07:49] <Scummette> scummvm/master 3c3fd1b neuromancer: HYPNO: added initial implementation of showing stats in boyz
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[08:01] <Scummette> [scummvm] mgerhardy pushed 10 new commits to master: https://is.gd/23fesz
[08:01] <Scummette> scummvm/master 11e5b11 mgerhardy: TWINE: removed duplicated call to initSceneTextBank()
[08:01] <Scummette> scummvm/master 6dd6458 mgerhardy: TWINE: added warning
[08:01] <Scummette> scummvm/master 23815c3 mgerhardy: TWINE: fixed typo
[08:49] <grogbot> <SupSuper> iirc pegasus prime uses a custom scummvm build, so they might've customized it to launch it directly
[08:50] <grogbot> <SupSuper> my other gog shortcuts look like this: "Indiana Jones and The Last Crusade\scummvm\scummvm.exe" -c "..\last-crusade.ini" last-crusade
[09:07] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/XnZSBn
[09:07] <Scummette> scummvm/master 9deb66e aquadran: DIRECTOR: Added detection entry for "Ritter Rost" ticket #12907
[09:12] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/FvU5Z4
[09:12] <Scummette> scummvm/master 1f193d1 aquadran: DIRECTOR: Added detection entry for "Pettson & Findus i tradgarden", ticket 12908
[09:17] <grogbot> <somaen> Having watched a fair share of speedruns recently out of fascination, I started to wonder: Would it make sense to expose a way of setting the initial seed? I mean, personally I consider the RNG factor as something that isn't really a skill factor, but a luck factor in speedruns, so perhaps it would make sense to allow for locking it in, perhaps with a visible warning as the game starts, to make it harder to "cheat" if category splitting for
[09:17] <grogbot> "random seed" become a thing?
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[09:23] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/48efwl
[09:23] <Scummette> scummvm/master 6b6629c aquadran: DIRECTOR: Added detection entry for "X-Files" another demo, ticket #12835
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[09:48] <grogbot> <sev> I think people would appreciate it very much
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[10:04] <grogbot> <rootfather> This would allow to perfectly replicate runs, right? Because e.g. all timing based events will run at the same time each run?
[10:05] <grogbot> <somaen> Unless some game samples random values per frame, yes
[10:05] <grogbot> <somaen> And even that I wouldnt put beyond speed runners to match
[10:07] <grogbot> <somaen> Idea came up because for SoMI currently theres a 5% chance that you wont need a reset per run, as brute forcing the safe is what people do
[10:12] <grogbot> <somaen> Would perhaps be cool to have a way to know what the seed was when not locked too
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[10:29] <Scummette> [scummvm] bluegr closed pull request #3976: GUI: Embiggen the Options dialogs (master...big-options) https://is.gd/j4X2x3
[10:29] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/lmHljO
[10:29] <Scummette> scummvm/master 7acc1cd SupSuper: GUI: Enlarge the Options dialog
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[10:39] <Scummette> [scummvm] antoniou79 opened pull request #3980: GRAPHICS: Fix segmentation fault for thumbnail from incomplete fill (master...fixSegFaultForThumbnailScale) https://is.gd/zW7Vqg
[10:41] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://is.gd/dAgW3c
[10:41] <Scummette> scummvm/master 3dbb423 mgerhardy: TWINE: fixed zone struct parsing
[10:41] <Scummette> scummvm/master 4c99013 mgerhardy: TWINE: reduced code duplication
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[10:45] <Scummette> [scummvm] mgerhardy pushed 5 new commits to master: https://is.gd/Px9G1F
[10:45] <Scummette> scummvm/master c2825bf mgerhardy: TWINE: renamed variables and added comments from the original code
[10:45] <Scummette> scummvm/master cb4eae8 mgerhardy: TWINE: renamed member
[10:45] <Scummette> scummvm/master fe56c0d mgerhardy: TWINE: renamed member to match original sources
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[11:01] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/nBcFp5
[11:01] <Scummette> scummvm/master de78f5d aquadran: DIRECTOR: Previous existing X-Files demo entry is wrong.
[11:04] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/HiZo91
[11:04] <Scummette> scummvm/master e54b122 aquadran: DIRECTOR: Corrected "Ritter Rost" entry
[11:07] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://is.gd/6DNHx1
[11:07] <Scummette> scummvm/master 027a64f mgerhardy: TWINE: reset more actor flags
[11:07] <Scummette> scummvm/master 9ba2652 mgerhardy: TWINE: reduced access to _processActor
[11:11] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/5lr8RQ
[11:11] <Scummette> scummvm/master 1914e0f aquadran: DIRECTOR: Corrected "Pettson & Findus i tradgarden" detection entry.
[11:11] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/scPdWl
[11:11] <Scummette> scummvm/master 76c78ae mgerhardy: TWINE: reduced visibility
[11:19] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/11zrNE
[11:19] <Scummette> scummvm/master e6034fd mgerhardy: TWINE: added detection entries for new steam classic release
[11:19] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/25ycEi
[11:19] <Scummette> scummvm/master 7b0df00 : I18N: Update translations templates
[11:20] <Scummette> [scummvm] mgerhardy pushed 1 new commits to branch-2-6: https://is.gd/0mgzA0
[11:20] <Scummette> scummvm/branch-2-6 3475d93 mgerhardy: TWINE: added detection entries for new steam classic release
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[11:44] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/6pRDbC
[11:44] <Scummette> scummvm/master 73ffdc3 aquadran: DIRECTOR: Added game entry for "Mobiclic", ticket #13055
[11:44] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/RMctOL
[11:44] <Scummette> scummvm/master 8a28ada : I18N: Update translation files
[11:45] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/04o9Mw
[11:45] <Scummette> scummvm/master ed8a438 tag2015: I18N: Update translation (Italian)
[11:49] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/3PKdyx
[11:49] <Scummette> scummvm/master f15e117 sev-: DIRECTOR: Fix VWTL loading
[11:55] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/2OkCkH
[11:55] <Scummette> scummvm/master 8fd0378 mgerhardy: TWINE: synced more names with original sources
[12:14] <grogbot> <Bosca> People have asked that in the speedrun discord server, so yes, I totally agree with you
[12:17] <grogbot> <eriktorbjorn> The SCUMM engine at least calls the random number generator once every iteration in the main loop. But I guess that may be predictable.
[12:17] <grogbot> <Bosca> We're currently handling randomness differently wrt to the original too, i.e. we're refreshing the random number at each metaengine frame or so (there's a comment which says this is done to allow the random number to be less predictable), while the original doesn't dl that aparently
[12:18] <grogbot> <Bosca> Or, yeah, what eriktorbjorn said is actually more correct :)
[12:21] <grogbot> <eriktorbjorn> Personally I have little interest in the speedrunning community (and they're probably not thrilled about how ScummVM now removes the crack from the GOG version of Maniac Mansion because they've been taking advantage of that 😜 ) but as long as normal use isn't impaired in any way...
[12:31] <grogbot> <somaen> These are people that time their esc click during the somi intro to the precise frame. So as long as the main loop maps to frame&
[12:31] <grogbot> <Bosca> If anything, speedrunning helps finding out inaccuracies on our side, so I see the help from that community as very precious
[12:34] <grogbot> <SupSuper> that makes me wonder, do saves store seeds? they're pretty important for reproducing bugs as well
[12:39] <grogbot> <eriktorbjorn> They didn't tell me about the cracked Maniac Mansion. I found out that they'd been taking advantage of it later, though. 🙂
[12:39] <grogbot> <Bosca> They should! But we currently don't do that
[12:41] <grogbot> <Bosca> Ah they also ran MI2 on a slightly higher speed than the actual one, but as long as we are only allowing original exploits (and not removing them) they're going to agree with us
[12:42] <grogbot> <Bosca> So they didn't seem to be mad for the fact that I slightly slowed down v5 to match the exe behavior 😄
[12:43] <grogbot> <eriktorbjorn> Well, there was that bug where you could just walk through the closed cell door in Loom... but I don't know if that was actually exploitable. 🙂
[12:45] <grogbot> <somaen> Still fascinates me that the walk speed in somi is higher if you esc the intro at the right time.
[12:47] <grogbot> <Bosca> That was a VAR_TIMER_NEXT thing, being set at a lower value, allowing for a higher speed, is it correct?
[12:48] <grogbot> <Bosca> I'd say there's no problem about fixing those bugs as long as the fixes are marked as enhancements 🙂
[12:54] <gsi> re saves storing seeds, they should but don't yet? or is this engine specific? because outside of open and swan the loom spells are random, and saves should let you continue those games
[12:55] <gsi> or does this specific engine store randomly generated spells, too, for this very reason, because the seed won't reproduce on load?
[12:58] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/5TMbBB
[12:58] <Scummette> scummvm/master 613d8e3 mgerhardy: TWINE: renamed a few more methods and defines
[12:58] <gsi> brute forcing the somi safe sounds ... interesting, one had to try a full byte's permutations (128 bit patterns on average) just to avoid learning the code by proper means? :-O
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[13:07] <gsi> or am I missing something, and the code's complexity is less than eight bits?
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[14:06] <grogbot> <antoniou79> Some games decide on (some of) their critical random elements at the start and then save the results in the saved game (as flags, strings or whatever). This is the case for Blade Runner's who is Replicant and who is not, and I guess Loom does something similar, since at any point of a playthrough we can use a debug command to see a list of all drafts even the ones that Bobbil has not learnt yet.
[14:08] <grogbot> <antoniou79> The event recorder though seems to save the seed, since upon playback the same random passer-by NPC would appear. Either that or I don't fully understand how the event recorder works.
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[14:36] <grogbot> <somaen> Something like 6 attempts is faster than doing it the right way, so you get a faster speed run if you luck out there
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[14:47] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/YeMzaM
[14:47] <Scummette> scummvm/master 3049f09 aquadran: DIRECTOR: Added "Jewels of the Oracle" detection entries, ticket #13083
[15:38] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/rA1xUe
[15:38] <Scummette> scummvm/master 2923ead aquadran: DIRECTOR: Added detection entry for "Norgesjakten", ticket #13210
[16:13] <Scummette> [scummvm] bluegr closed pull request #3929: SCUMM: Fix Captain Dread's head when Guybrush says "It's me again." (master...fix/scumm-monkey2-captain-dread-head-glitch) https://is.gd/69chYf
[16:13] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/qOVnMh
[16:13] <Scummette> scummvm/master e5601d3 dwatteau: SCUMM: Fix Captain Dread's head when Guybrush says "It's me again."
[16:14] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/GN6FK7
[16:14] <Scummette> scummvm/master c4c1e67 aquadran: DIRECTOR: Added "Romjakten" to detection entries, ticket #13211
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[17:49] <grogbot> <eriktorbjorn> Another SCUMM enhancement, eh? Will someone update the Wiki, I don't have the time at the moment.
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[20:13] <Scummette> [scummvm] antoniou79 opened pull request #3981: GUI: Fix thumbnails for event recorder dialogue (master...guiFixThumbLoadShowForEventRecorder) https://is.gd/a6q1Yg
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[20:43] <grogbot> <Farmboy0> if anyone is interested playing around with xbrz scalers in scummvm i created a plugin implementation for them here: https://github.com/farmboy0/scummvm/tree/xbrz
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[21:09] <grogbot> <sev> That scaler is not portable as it is written
[21:11] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/XZ37YB
[21:11] <Scummette> scummvm/master 9088ebc aquadran: DIRECTOR: Added "Gubben og Katten i Snekkerbua" entry, ticket #13212
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[21:29] <Scummette> [scummvm] bluegr opened pull request #3982: GUI: Introduce a maximum dialog width/height for the options dialogs (master...guioptionsmax) https://is.gd/sDqzyr
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[21:39] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://is.gd/cU0o4B
[21:39] <Scummette> scummvm/master f8c025d digitall: TINSEL: Fix Signed vs. Unsigned Comparison GCC Compiler Warnings
[21:44] <grogbot> <Farmboy0> @sev i plan to change that but that is the original implementation from sourceforge
[21:44] <grogbot> <sev> i know. i saw that code oh so many times
[21:46] <grogbot> <Farmboy0> @sev any idea how i can reduce the use of forbidden api for the threadpoolexecutor?
[21:47] <grogbot> <sev> no, there is no way and no point
[21:47] <grogbot> <sev> the very algorithm is heavy, thus it utilizes multithreading by design
[21:48] <grogbot> <sev> the only viable way of having xBRZ family of scalers is switching to shader-based scalers
[21:48] <grogbot> <sev> which I really hope to tackle this year
[21:49] <grogbot> <Farmboy0> that would mean a complete reimplementation in GLSL
[22:09] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/M58dXh
[22:09] <Scummette> scummvm/master 6177e79 aquadran: DIRECTOR: Added "Gubben og Katten i hagen" to detection entry #13212
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[22:34] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/xt8GRM
[22:34] <Scummette> scummvm/master a33fa29 aquadran: DIRECTOR: Added "Bygg fly med Mulle Mekk" and "Bygg biler med Mulle Mekk", ticket #13213
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[22:49] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/qe5D9q

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[00:00] --- Sun Jun 12 2022