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[06:10] <Scummette> [scummvm] eriktorbjorn pushed 1 new commits to master: https://git.io/JKmAC
[06:10] <Scummette> scummvm/master c2354dc eriktorbjorn: SCUMM: Position text better in Indy 3 Mac (bug #12983)
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[09:19] <grogbot> <lephilousophe> it's possible that the libogc doesn't support NTFS
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[11:50] <grogbot> <thoth> USBLoaderGX is unusual in that it supports NTFS. I think it supports ext as well. Which is also weird.
[11:51] <grogbot> <eientei> https://sourceforge.net/p/usbloadergx/code/HEAD/tree/trunk/source/libs/
[11:52] <grogbot> <eientei> USBLoaderGX uses libext2fs, libfat and libntfs to get compatibility with those filesystems
[11:54] <grogbot> <eientei> why they commit them as .a is...
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[12:49] <grogbot> <timofonic> This is the newest fork, forked from wiidev https://github.com/wiidev/usbloadergx
[12:51] <grogbot> <eientei> same thing, libs still committed as .a archvies
[12:51] <grogbot> <timofonic> Damn
[12:51] <grogbot> <eientei> Also plz wrap github links in <>
[12:51] <grogbot> <timofonic> Sorry
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[13:07] <Scummette> [scummvm] alxpnv pushed 4 new commits to master: https://git.io/JKOkR
[13:07] <Scummette> scummvm/master 9600ef7 alxpnv: ASYLUM: fix loading screen animation too fast
[13:07] <Scummette> scummvm/master 493be0c alxpnv: ASYLUM: (Fisherman puzzle) fix sounds
[13:07] <Scummette> scummvm/master 80763d5 alxpnv: ASYLUM: (Fisherman puzzle) identify more variables
[13:18] <grogbot> <Blue Sea 007> Hello
[13:20] <grogbot> <Blue Sea 007> is there a search function at www.scummvm.org to find games? - Or do you have to click around until you have read everything? - and probably won't find it at all?
[13:23] <Scummette> [scummvm] eriktorbjorn opened pull request #3417: SCUMM: WIP: Center text better in Mac Loom (bug #12984) (master...macloom-centered) https://git.io/JKOqm
[13:24] <grogbot> <eientei> To find games supported by ScummVM? https://wiki.scummvm.org/index.php?title=Category:Supported_Games
[13:32] <grogbot> <thoth> They commit .a files? ...Ouch. I'd assert they're windows people, but then they wouldn't be .a files.
[13:32] <grogbot> Command sent by thoth
[13:32] <grogbot> ...Wait, right. wii dev. They're probably windows people.
[13:32] <grogbot> <Blue Sea 007> not really, .... i come from germany. so i don't know how the game is listed. so I have to go through all of them, from a to z. a pity. I don't know whether it is listed in German or English. I would like a place where I can enter different names. But thank you for your list
[13:35] <grogbot> <Blue Sea 007> -
[13:35] <grogbot> <Blue Sea 007> I just don't have a plan how to install older games and I just need several days to do so. And if one download doesn't work or I can't get it to work, I have to keep looking for other downloads. Downloads that adapt by themselves 😉
[13:37] <grogbot> <thoth> Installing the game usually means GOG. Unless you have it on disk, in which case the wiki page for the game lists the install instructions in most cases. Games are usually listed by their english titles, so if you know the german titles you can probably find what the english title is online, probably. Honestly, I haven't tried to do that so I dunno how painful it is. Sorry.
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[13:48] <grogbot> <ccawley2011> This might be a useful reference for translated game titles: https://wiki.scummvm.org/index.php?title=International_Game_Titles
[13:50] <grogbot> <ccawley2011> Most desktop web browsers these days allow you to search for information on the current page by pressing Ctrl+F, so that might help when looking for a specific game on the compatibility page.
[14:01] <grogbot> <Blue Sea 007> Ctrl+F- Yes! it's good !
[14:04] <grogbot> <criezy> There is also https://wiki.scummvm.org/index.php?title=Where_to_get_the_games that provides links where supported games can be downloaded/bought from.
[14:13] <grogbot> <Blue Sea 007> my internet is on strike again. I need about 49 minutes to download 1.1 GB. I have to look later if it is better, because my PC does not manage to break off 50 minutes without a wifi error anyway.
[14:15] <grogbot> <Blue Sea 007> I just can't always play or ... play and download at the same time, because it's too slow. it is only sufficient for discord.com, everything else with an incredibly long loading time.
[14:21] <grogbot> <Blue Sea 007> the old computer with windos 7 has no internet problems, but problems with booting up the computer, Windows 7 operating system. I guess he always looks for an update for Windos 7 and therefore takes a long time until it boots up. It's just hard not to be familiar with PCs and to understand how they work. Unfortunately I am a DAU. Unfortunately, explanations are useless. I have to find ready-made solutions. 😉
[14:22] <grogbot> <Blue Sea 007> Good Day 🙂
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[15:28] <grogbot> <sev> @Blue Sea 007 before even you going to talk about that direction, please consult the server rules
[15:55] <grogbot> <PurpleMoustache> got the next two days off so I'm pulling down the AGS games I have on steam, et all and putting them in ScummVM, supported or not. What's the best way to make these sort 1-5
[15:55] <grogbot> <PurpleMoustache> https://cdn.discordapp.com/attachments/581224061091446795/897876633271275560/Screenshot_2021-10-13_110017.png
[15:57] <grogbot> <PurpleMoustache> also what would you all consider the essential freeware text adventures? I never got around to setting up too many text adventures with the last update
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[16:20] <grogbot> <thoth> Uhh... definitely Counterfeit Monkey.
[16:21] <grogbot> <thoth> That one is pretty awesome.
[16:26] <grogbot> <eientei> Zork: The Undiscovered Underground
[16:26] <grogbot> <eientei> https://web.archive.org/web/1id_/http://www.activision.com:80/games/zgi/atrium/gameroom/zorkuu.zip
[16:26] <grogbot> <eientei> Probably edit scummvm.ini manually
[16:29] <grogbot> <PurpleMoustache> whats the best version of Colossal Cave Adventure/Adventure/Advent that ScummVM supports?
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[16:34] <grogbot> <eientei> The Z-code port?
[16:35] <grogbot> <PurpleMoustache> nice, thanks I'll track it down
[16:35] <grogbot> <eientei> http://mirror.ifarchive.org/if-archive/games/zcode/Advent.z5
[16:54] <eriktorbjorn> From what I understand, that's not an exact clone of the original game though. E.g. from what I've read, in the original the dwarves walk around at random (so there can be more than one in the same room as you). In the Z-code port, the dwarf is randomly teleported to your room. Mind you, I never actually played all the way through that game. (Back in the day, the version I tried had a bug that made it impossible to pick up one of the tr
[16:54] <eriktorbjorn> easures.)
[16:57] <eriktorbjorn> But I guess it's almost always the case when a game is ported from one language to another than the porter takes certain liberties along the way. And the Inform port was based on the TADS port, I believe, adding yet another translation step.
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[17:04] <eriktorbjorn> http://www.catb.org/~esr/open-adventure/ claims to be a port where "great care has been taken to preserve 2.5s exact gameplay as intended by Don", but that's a C program, not something that runs in any kind of game engine.
[17:04] <grogbot> <thoth> Well yeah, because adventure used hard-coded tables in FORTRAN.
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[17:44] <grogbot> <eientei> Why is Loom (Mac) calling MacResManager::load multiple times per second?
[17:51] <grogbot> <eientei> // TODO: This function gets called over and over. For the Mac cursors, // it should be enough to just call it once. 😐
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[18:50] <Scummette> [scummvm] orgads reopened pull request #2820: JANITORIAL: Replace new[]/memset with new[]() (master...new-parens) https://git.io/JqkSY
[18:56] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/JK3Da
[18:56] <Scummette> scummvm/master 27bb485 athrxx: KYRA: (LOL) - try to avoid Common::Array assert on MorphOS
[18:58] <Scummette> [scummvm] athrxx pushed 1 new commits to branch-2-5: https://git.io/JK3Di
[18:58] <Scummette> scummvm/branch-2-5 e7b4314 athrxx: KYRA: (LOL) - try to avoid Common::Array assert on MorphOS
[19:13] <grogbot> <Blue Sea 007> I probably have no chance to find the game I'm looking for. Is probably still software license protection on it. Well in umpteen decades, it will probably not be playable better, unless you have an antique PC, LOL. But well, it doesn't exist, I can only buy it and hope it fits. And I can only buy it if you can't buy it via PayPal or via Amazon. I don't have a cell phone, so google pay, PayPal, Amazon are out. Whether I then do the old
[19:13] <grogbot> version and still pay money, although I do not know whether the version has German language and I get it to run, I think rather not. Translated with www.DeepL.com/Translator (free version)
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[19:30] <grogbot> <rootfather> @Blue Sea 007 The only way to aquire a game that we can tolerate here is to buy it. No matter how hard it is, sorry. So please check out the server rules.
[19:39] <grogbot> <gu3> The upcoming freescape engine starts to render some interesting stuff..
[19:39] <grogbot> <gu3> https://cdn.discordapp.com/attachments/581224061091446795/897932976875249664/3d3e73a8-123a-4dc7-bb30-64be124f7b68.png
[19:43] <grogbot> <trembyle> Or if the game was declared freeware by a valid rights holder.
[19:43] <grogbot> <trembyle> Or I guess you could create your own game in a supported engine ...
[19:43] <grogbot> <rootfather> Sure, that is always an option too 😉
[19:44] <grogbot> <trembyle> Is 3D Game Kit some kind of an SDK for freescape?
[19:46] <grogbot> <gu3> Yes, exactly. Some people are still using it to games for it even today.
[19:47] <grogbot> <gu3> (you can easily get executable to run in C64, Spectrum, Amstrad, PC, AMIGA..)
[19:47] <grogbot> <trembyle> Oh cool. Is there a website that they use to host their freeware games?
[19:49] <grogbot> <gu3> Nop, there a few small websites here or there such as http://www.stu-wilson.com/3DKit_Website/index.html
[19:51] <grogbot> <gu3> Some people say that 3D Kit Game was the first engine that anyone can use to create 3D games (it was the Unity of 1990 😆 )
[19:51] <Scummette> [scummvm] mistydemeo opened pull request #3418: GROOVIE: check for USE_MAD for MP3 (master...groovie_USE_MAD) https://git.io/JK37h
[19:52] <grogbot> <trembyle> So would there potentially be a lot of early 90s games to support?
[19:53] <grogbot> <trembyle> I'm realizing that since we're calling the ResidualVM stuff 2.5D, you could potentially add the first fully 3D engine in ScummVM. 😀
[19:54] <grogbot> <trembyle> Unless maybe you count Wintermute
[19:54] <grogbot> <gu3> Unfortunately, only a few commercial games used it (in fact, older versions of freescape, which should be supported at some point with the engine)
[19:54] <grogbot> <gu3> there is a little bit of history here: https://www.pcgamer.com/saturday-crapshoot-3d-construction-kit/
[19:55] <grogbot> <gu3> Notably, there is a video of a OpenGL reimplementation, which we are using as a starting point for this scummvm engine
[19:55] <grogbot> <trembyle> That was gonna be my next question 🙂
[19:55] <grogbot> <trembyle> So it will run at much higher resolutions, use anti-aliasing, etc
[19:56] <grogbot> <trembyle> Does the reimplementation add lighting effects?
[20:11] <grogbot> <gu3> I'm working in a TinyGL version first, to have a pure software mode first
[20:15] <grogbot> <gu3> it can run in any resolution, but it don't know about anti-aliasing
[20:16] <Scummette> [scummvm] NMIError pushed 1 new commits to master: https://git.io/JK3dX
[20:16] <Scummette> scummvm/master 28dcd89 NMIError: SAGA: Add AdLib fallback for IHNM GOG
[20:17] <Scummette> [scummvm] NMIError pushed 1 new commits to branch-2-5: https://git.io/JK3dD
[20:17] <Scummette> scummvm/branch-2-5 bc84221 NMIError: SAGA: Add AdLib fallback for IHNM GOG
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[20:18] <grogbot> <gu3> on top of that, it's my first computer graphics project, so I'm not sure about a lot of things. Any help with this will be very appreciated 😄
[20:37] <grogbot> <Blue Sea 007> to rootfather: I have not seen that the game I mean is listed here for sale. How should I know that? I have to know first whether it is old enough, it was over 30 years ago. Here I have not found a list that it is still protected. DOS box game, 32 bit  heute um 21:36 Uhr
[20:38] <grogbot> <Henke37> thank to disney, everything digital is covered by copyright for many decades, assuming that all known authors die this instant.
[20:38] <grogbot> Command sent by Blue Sea 007
[20:38] <grogbot> ... it is about a game not yet mentioned here ...

[20:47] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JK3bM
[20:47] <Scummette> scummvm/master 562c0f7 mistydemeo: GROOVIE: check for USE_MAD for MP3
[20:47] <Scummette> [scummvm] bluegr closed pull request #3418: GROOVIE: check for USE_MAD for MP3 (master...groovie_USE_MAD) https://git.io/JK37h
[20:47] <grogbot> <Blue Sea 007> I didn't want to pirate software. 😉 I even have a few old Amiga games, just take a look at the old stuff. Wonderfully nostalgic.
[20:53] <grogbot> <Blue Sea 007> for old games you often need DOS box or things to simulate for the game. ScummVM is quite simple, almost always runs without errors. You can save and adjust settings 🙂
[20:55] <grogbot> <Henke37> scummvm is indeed awesome like that
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[22:41] <grogbot> <mstea> Is there a way to set ScummVM's text scaling? I'm using a git build off the latest master using the default theme on a high-DPI screen on Mac, and the text is tiny. The GUI scale option isn't affecting the text size.
[22:42] <grogbot> <SupSuper> do you have a screenshot? the gui scale should affect the text size
[22:48] <grogbot> <athrxx> What's your graphics mode setting? Are you on OpenGL or on SDL Surface?
[22:49] <grogbot> <mstea> I had it on the default, but switching to SDL Surface fixed it.
[22:54] <grogbot> <mstea> Guess this font doesn't have any kana or kanji 😆
[22:54] <grogbot> <mstea> https://cdn.discordapp.com/attachments/581224061091446795/897982127860236308/unknown.png
[23:08] <grogbot> <athrxx> Probably not. We load the respective CJK variant of the Noto Sans font only if you select such a language for the launcher.
[23:09] <grogbot> <athrxx> There is actually a Noto Sans version that has all the glyphs for all these languages at the same time, but it is ~120 MByte iirc. So we really don't want that.
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[23:22] <grogbot> <trembyle> Maybe for now could it be an option if you really don't mind having a 120MB font around? (But not distributed with ScummVM, obviously.)
[23:24] <grogbot> <mstea> An option would be nice if theres a way I can opt into it! Im building from source anyway, and right now Im primarily testing Japanese Director software so having the names show up correctly in the UI would be useful
[23:26] <grogbot> <SupSuper> if you're building from source you might need to point your Extras path to dists/engine-data, that might be why you're missing extra themes and fonts
[23:27] <grogbot> <mstea> That might be it, is that a config option?
[23:27] <grogbot> <SupSuper> should be in Options > Paths
[23:27] <grogbot> <mstea> Oh yeah, just found it
[23:28] <grogbot> <athrxx> I think MacOS has the themes bundled into the executable, like Windows
[23:28] <grogbot> <athrxx> Same for fonts.dat
[23:28] <grogbot> <trembyle> I've got the same use case, plus some other languages thrown in. There's no font that gives me Central European, Japanese, Arabic, etc in one GUI language. So there are always blank spaces.
[23:29] <grogbot> <athrxx> Yes, like I said, we blew up our fonts.dat to over 20 MByte already. Each one of the CJK Noto Sans variants is ~4-5 MByte iirc.
[23:29] <grogbot> <SupSuper> well fonts not scaling sounds like ttf not being loaded, plus the default theme
[23:29] <grogbot> <athrxx> Yes the theme looks kind of like built-in
[23:30] <grogbot> <mstea> That got fixed when I switched to SDL Surface fwiw
[23:30] <grogbot> <SupSuper> that fallbacks to bitmap fonts iirc
[23:30] <grogbot> <mstea> Ahh
[23:30] <grogbot> <trembyle> Yes sorry I don't mean to confuse two issues, although it seems like @mstea has this issue as well, since they've added some Japanese turtles
[23:30] <grogbot> <SupSuper> it's a lot of variables, it would be nice if we could just point source builds to dists/engine-data automatically
[23:30] <grogbot> <trembyle> Actually titles not turtles
[23:32] <grogbot> <trembyle> This would be solved by changing the GUI language to Japanese, although that's problematic if you need to use the GUI and don't read Japanese.
[23:32] <grogbot> <mstea> Yeah okay, setting the theme path too definitely added the other options.
[23:32] <grogbot> <mstea> Well... my Japanese isn't good and is a lot slower than my English, anyway 😆
[23:33] <grogbot> <trembyle> Yes, understood. That's why I'm suggesting it can be an option for the user to download the huge font separately
[23:34] <grogbot> <SupSuper> will it work if they just put it in the folder? i assume scummvm just loads whatever ttf's in there
[23:35] <grogbot> <trembyle> hmm... idk
[23:37] <grogbot> <trembyle> I'll try this after dinner if someone hasn't done it by then
[23:40] <grogbot> <trembyle> I'm hoping that the Tibetan Director title will show up correctly 😛
[23:41] <grogbot> <trembyle> Because for some reason no one has translated the GUI into Tibetan yet!
[23:41] <grogbot> <SupSuper> how do you even encode those in the detection entries
[23:43] <grogbot> <trembyle> This is for the description, not the filenames or path. UTF-8 is allowed now, says @sev.
[23:44] <grogbot> <trembyle> But if we did need to encode them from filenames (since we can't assume that all ports handle any kind of Unicode), we have punycode for that.
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[00:00] --- Thu Oct 14 2021