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[00:16] <Scummette> [scummvm] sluicebox pushed 2 new commits to master: https://git.io/JKstW
[00:16] <Scummette> scummvm/master f3b0451 sluicebox: CLOUD: Fix crash on HTTP request with unparsed path
[00:16] <Scummette> scummvm/master 04cdd7a sluicebox: SCI: Fix kSetPort return value
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[00:45] <grogbot> <trembyle> I assume that @athrxx is gone for the night. Does anyone know where to get the huge 120MB Noto Sans font in one place? It seems like Google's site lists all the scripts individually.
[01:10] <grogbot> <mduggan> I'm not an expert here, but think it's only possible in some other font format which (OTC) is not supported by the freetype we use - OTF has a 65k glyph limit apparently https://github.com/googlefonts/noto-fonts/issues/13
[01:12] <grogbot> <trembyle> Thanks, yes I am catching up
[01:12] <grogbot> <trembyle> And the full set has only gotten larger in file size as more regions are added.
[01:12] <grogbot> <trembyle> The "hinted" sets that they recommend for Windows are >400MB unzipped.
[01:20] <grogbot> <mstea> I've got two demos where the main file for detection is the same size with the same hash. What's the right way to help distinguish them from each other?
[01:21] <grogbot> <trembyle> And the filename is the same?
[01:21] <grogbot> <mstea> Yup.
[01:21] <grogbot> <mstea> Both Director demos, if that helps
[01:22] <grogbot> <trembyle> And you're sure that it's not exactly the same file?
[01:22] <grogbot> <mstea> That one file is the same, yeah. The rest of the supporting files are different, so the two demos run differently
[01:22] <grogbot> <mstea> It's the main Director entry point for
[01:23] <grogbot> <trembyle> Ok, in that case you would need to use another file (probably a movie) to differentiate.
[01:24] <grogbot> <trembyle> See the macros in Director called MACGAME2_l. There are examples already in the detection tables, if you'd like to see the syntax.
[01:24] <grogbot> <mstea> Perfect, thanks! I'll pick one
[01:28] <grogbot> <trembyle> It looks like OTC support was added in freetype 2.4.11 back in 2012.
[01:37] <grogbot> <mduggan> huh, I thought I'd tried loading one for this exact purpose and failed, but maybe my memory is hazy it was last year which is all a bit of a blur
[01:38] <grogbot> <trembyle> well, I'm just saying that freetype supports it. ScummVM might need to do something differently with the format.
[01:39] <grogbot> <trembyle> agreed, time started acting real funny last year πŸ˜„
[01:40] <grogbot> <trembyle> freetype2 is an optional feature. I assume you were building ScummVM with that enabled.
[01:47] <grogbot> <mduggan> yeah it may also need some additional work with the way the API is called that I didn't do
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[01:51] <grogbot> <trembyle> Probably not too bad though
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[02:08] <Scummette> [scummvm] mistydemeo opened pull request #3419: DIRECTOR: add games from the 1995 Bandai Visual CD-ROM Previews Vol. 3 (master...director_add_bandai_preview) https://git.io/JKs8s
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[03:22] <grogbot> <eientei> Can someone edit the Indy3 wiki page to add the requirement for the executable like what the Loom page does
[04:29] <grogbot> <madmoose> New candidate for ScummVM? https://github.com/k4zmu2a/SpaceCadetPinball πŸ˜›
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[06:07] <grogbot> <eientei> Is there a way to softpatch SCUMM games, like if they replace a room script with an external one?
[06:27] <eriktorbjorn> Not that I know of.
[06:41] <Scummette> [scummvm] eriktorbjorn pushed 1 new commits to master: https://git.io/JKsp7
[06:41] <Scummette> scummvm/master f5f78d7 eriktorbjorn: SCUMM: The Indy 3 / Loom Macintosh cursors aren't animated
[06:43] <Scummette> [scummvm] eriktorbjorn pushed 1 new commits to branch-2-5: https://git.io/JKshv
[06:43] <Scummette> scummvm/branch-2-5 dfe2c57 eriktorbjorn: SCUMM: The Indy 3 / Loom Macintosh cursors aren't animated
[06:43] <grogbot> <eientei> eriktorbjorn: Thank you very much for the cursor fix
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[06:47] <eriktorbjorn> eintei: Now if I could only fix the remaining text positioning errors. :-)
[06:51] <eriktorbjorn> Though at least in the case of Indy 3, ScummVM draws the text better than the original did. At least, that's my story and I'm sticking to it. :-)
[06:57] <grogbot> <eientei> I do wonder what Mac Loom is wanting with VAR_KEYPRESS >= 320
[07:02] <eriktorbjorn> I didn't know it did. The only keypresses I can think of are for the notes. The DOS version uses a few function keys. I don't have the manual for the Mac version, unfortunately.
[07:04] <eriktorbjorn> So I didn't know until it was pointed out in a bug report that the practice mode box that shows the notes you hear can be moved around with the mouse. I don't feel like implementing that, to be honest.
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[08:25] <grogbot> <sev> Not before we add digger!
[08:25] <grogbot> <sev> It depends on the engine. Some engines, like Wintermute do support that out of the box
[08:25] <grogbot> <madmoose> Is there source available for Digger? πŸ™‚
[08:26] <grogbot> <sev> yes: https://www.digger.org/
[08:30] <grogbot> <Henke37> glorious cga graphics
[08:31] <eriktorbjorn> eientei: Does the Wiki look right now?
[08:33] <eriktorbjorn> sev: Pfff. Digger? What about Continuum? https://www.ski-epic.com/continuum_downloads/
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[08:58] <grogbot> <antoniou79> eriktorbjorn: I don't remember this being a thing in the DOS version -- or I never tried it. What would be the purpose for moving the box around. It's like it's in the way of anything
[09:01] <grogbot> <rzil> For some reason, I remember the mac version of Prince of Persia 2 used the Mohawk engineπŸ™ˆ
[09:02] <eriktorbjorn> antoniou79: I have no idea. In the DOS version the box is handled by the game scripts. In the Mac version, it appears to be hard-coded in the engine. I know it has a different default position if you play it on a low-resolution Mac, but cropping the graphics like that isn't implemented in ScummVM, and apparently someone thought it would be a cute idea to make it moveable: https://bugs.scummvm.org/ticket/12984
[09:02] <eriktorbjorn> rzil: It does? That seems like an odd choice.
[09:11] <grogbot> <eientei> eriktorbjorn: yup, cheers for that
[09:13] <eriktorbjorn> eientei: I also updated the Rex Nebular page to clarify that the list of data files is for the DOS version. (The Mac version isn't supported.)
[09:24] <grogbot> <eientei> πŸ‘
[09:45] <grogbot> <eientei> Should the MADS engine be adding \0 to the quote before pushing it? https://github.com/scummvm/scummvm/blob/master/engines/mads/game.cpp#L354 This currently gives a bunch of warnings about it doing so
[09:47] <grogbot> <rzil> I vaguely recall seeing the name mohawk mentioned in game or game files. Did find this while searching for it https://github.com/fuzziqersoftware/resource_dasm and the files themselves seem to have the sam format
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[09:59] <grogbot> <sev> Nice find, I'll fix it
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[10:16] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JKGiN
[10:16] <Scummette> scummvm/master 33f8e12 sev-: MADS: Avoid adding '\0' to quotes
[10:16] <grogbot> <sev> @eientei please test it again, I checked the usage, '\0' is ignored in the code which refers to them
[10:53] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JKGS1
[10:53] <Scummette> scummvm/master 0e48263 sev-: AD: Allow both MacResFork and non-resfork entries coexist
[10:53] <Scummette> scummvm/master 93746e7 sev-: LURE: Made game flags enum sequential
[11:43] <grogbot> <timofonic> But Gitorious is dead... https://gitorious.org/digger But there's a fork in GitHub https://github.com/sobomax/digger
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[12:16] <grogbot> <Scrutinizer> Where did all the graphics modes go in 2.5.0 (windows)? Only surface and OpenGL are available...
[12:17] <grogbot> <rootfather> The graphics modes are not available in OpenGL mode (which is the new default), so you have to select "Surface SDL" first
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[12:18] <grogbot> <Scrutinizer> rootfather: Oh thank you. That was a bit confusing.
[12:19] <grogbot> <Scrutinizer> Why's OpenGL now the default btw? On first launch after upgrading it just made everything looks worse
[12:20] <grogbot> <Scrutinizer> All scalers were gone... πŸ™‚
[12:21] <eriktorbjorn> I assume there has to be some advantage to OpenGL, though, since it's there?
[12:22] <grogbot> <Scrutinizer> Switched to SDL Surface. Got my scalers back. Games look good but GUI looks bad. Oh well.
[12:22] <grogbot> <rootfather> OpenGL e.g. has support for HiDPI displays, allowing for better scaling of the GUI - with hopefully more features coming soon"
[12:23] <grogbot> <criezy> Only OpenGL has HiDPI support, which makes the launcher look considerably better in OpenGL than Surface SDL on high-resolution screens. For games the old default was either Normal or 2X, depending on the game, and OpenGL without filtering should give the same result. But maybe filtering is On by default?
[12:23] <grogbot> <Scrutinizer> I see, yet I'd much rather have my games looking good as opposed to the GUI looking good and games looking bad...
[12:24] <grogbot> <Scrutinizer> There should be an option to run the OpenGL GUI but retain the ability to run games using scalers..
[12:25] <grogbot> <criezy> Hm no. The default is Off for filtering (except on 3DS, PSP2, and Switch for some reasons).
[12:25] <grogbot> <rootfather> I agree, but this is simply not possible at the moment. Have you checked if the bilinear filtering is enabled? IMHO it makes non-highres games look weird
[12:26] <grogbot> <Scrutinizer> it's not enabled.
[12:27] <grogbot> <Scrutinizer> From a simple user perspective, this upgrade caused all my games to suddenly look very bad. Losing all previously defined graphics configurations.
[12:27] <grogbot> <criezy> Note that you can specify the graphics mode per game to use something different than what is used for the launcher. But there is indeed no option currently to specify a graphics mode for all games and different one for launcher.
[12:27] <grogbot> <Scrutinizer> but I got a better scaled GUI.
[12:27] <grogbot> <Scrutinizer> that doesn't make sense.
[12:28] <grogbot> <rootfather> Do you mind sending a screenshot? What exactly makes the games look bad in your opinion?
[12:28] <grogbot> <criezy> Losing the graphics configuration might have been caused by the change to use plugins for scalers. Which allowed to provide additional scalers (e.g. x4 and x5).
[12:29] <grogbot> <criezy> I though we provided an upgrade path to recognise the old configuration settings, but maybe not...
[12:29] <grogbot> <Scrutinizer> criezy: When the graphics mode is set to OpenGL, Individual game scaler settings is not available even when set to SDL Surface.
[12:29] <grogbot> <criezy> That sounds like a bug.
[12:30] <grogbot> <Scrutinizer> there wouldn't have been an issue otherwise.
[12:30] <grogbot> <Scrutinizer> i don't mind playing with the settings. πŸ™‚
[12:30] <grogbot> <criezy> I must admit I prefer OpenGL for the games too, so I never really played with that option.
[12:30] <grogbot> <criezy> It has less distortion on the pixels when using aspect ratio correction.
[12:31] <grogbot> <Scrutinizer> strange, when I run a game using OpenGL it looks more blurry and pixelated.
[12:32] <grogbot> <criezy> Both blurry and pixelated? That is a strange combination. It should be either one or the other depending if filtering is on or off.
[12:32] <eriktorbjorn> It would be nice if the window kept its aspect ratio when you resize it manually, but apparently that's not trivial to do in SDL?
[12:33] <grogbot> <Scrutinizer> ok. no filters it doesn't look blurry. pixelated is only due to the lack of smoothing effects i was using in one of the scalers. it looked just like it did on plain vga.
[12:35] <grogbot> <criezy> eriktorbjorn: That would be nice indeed. Some OS, such as macOS provides that option for all windows (using the Shift key when resizing a window from the corner). But for OS where that is not the case having the option in ScummVM could be good. I think there might be a bug report about this. Or at least this was discussed before.
[12:36] <grogbot> <Scrutinizer> HQ x2 just smoothing things up a bit. I like it better on large screens.
[12:36] <grogbot> <rootfather> Ah, I never used the additional filters since IMHO the upscaling filters just make things look... not good, at least for the lowres games
[12:36] <grogbot> <rootfather> but yeah, this is a very, very personal preference.
[12:38] <grogbot> <Scrutinizer> Anyway when OpenGL is selected globally, the scalers option is nowhere to be seen on individual game configurations.
[12:38] <grogbot> <criezy> OpenGL can certainly be improved. Adding shaders (equivalent to the different filters available for Surface SDL) is one think I would like to see.
[12:39] <grogbot> <Scrutinizer> The option is there when SDL Surface is selected globally.
[12:40] <grogbot> <Scrutinizer> I think I'll go back to 2.2.0 for now. πŸ™‚
[12:42] <grogbot> <rootfather> Well, using SDL Surface in 2.5.0 should have the same effect
[12:44] <grogbot> <Scrutinizer> yes but 2.5.0 seems to ignore my previous individual games graphics configurations
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[13:09] <grogbot> <Scrutinizer> Does anyone know if there's a way to bypass the copy-protection stage in Castle of Dr. Brain? In its sequel it's being bypassed by default...
[13:10] <Scrutinizer> It's being mirror'd to IRC? Nice. :)
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[13:14] <grogbot> <Henke37> just consult the manual to find the answer.
[13:16] <grogbot> <rootfather> You can try passing the --copy-protection parameter when starting ScummVM, this should re-enable the copy protection routines on supported games
[13:16] <grogbot> <rootfather> I don't know if Castle of Dr. Brain supports this though, it's only a limited number of games
[13:17] <grogbot> <Henke37> that's the opposite of what he's asking
[13:18] <grogbot> <Scrutinizer> rootfather: I'm looking for a way to bypass it in Castle just like it's being bypassed in Island of. by default.
[13:20] <grogbot> <rootfather> Ah, I read it the wrong way
[13:20] <grogbot> <Scrutinizer> Henke37: consulting the manual is very inconvenient and it's inconsistent with the behaviour of Island of Dr. Brain. It's being bypassed there by default.
[13:20] <grogbot> <rootfather> IIRC if it's not disabled right away, there is no way to do so - the parameter just allows re-enabling it
[13:22] <grogbot> <Scrutinizer> I don't see why there wouldn't be a way. It probably just went unnoticed since it's not right at the begining of the game.
[13:22] <grogbot> <Henke37> the general policy is to not mess with copy protection unless an official release also did so
[13:23] <grogbot> <Scrutinizer> Henke37: Fine. So why is it being bypassed on Island?
[13:23] <grogbot> <Henke37> good question. i don't know
[13:23] <grogbot> <Scrutinizer> Hene37: and DOTT floppy?
[13:23] <grogbot> <Scrutinizer> Point is it's being bypassed in most games.
[13:24] <grogbot> <Henke37> dott i think had a precracked interpreter in at least one distribution
[13:24] <grogbot> <Scrutinizer> dott floppy has a protection screen. the cd version doesn't.
[13:29] <eriktorbjorn> It's not bypassed in my copy of Island of Dr. Brain. I just tried inputting random coordinates, and after three failed attempts it told me I should buy the game if I haven't done so.
[13:31] <Scrutinizer> Here it accepts any given coordinates...
[13:32] <Scrutinizer> What's the point of having those protections on nowadays anyway?
[13:36] <grogbot> <NMIError> Are you sure you're playing from a legit copy, instead of a copy with a crack applied to the data files?
[13:37] <grogbot> <eientei> What is the contents of your VERSION file
[13:37] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/JKZY8
[13:37] <Scummette> scummvm/master ea386ed athrxx: KYRA: (LOL) - fix sound index read on BE platforms (bug no. 12987)
[13:40] <grogbot> <Scrutinizer> version 1.0 , 10.27.92
[13:41] <Scummette> [scummvm] athrxx pushed 1 new commits to branch-2-5: https://git.io/JKZOc
[13:41] <Scummette> scummvm/branch-2-5 0526919 athrxx: KYRA: (LOL) - fix sound index read on BE platforms (bug no. 12987)
[13:41] <grogbot> <Scrutinizer> it's almost its birthday. πŸ™‚
[13:41] <eriktorbjorn> All I know is that the version on my "SierraOriginals" CD definitely has its copy protection intact. (Sorry about the delay, I had forgotten I needed to concatenate the resource files for it to be recognized by ScummVM. I guess it's a floppy version distributed on CD, or something like that.)
[13:41] <grogbot> <Scrutinizer> NMIE: Pretty sure as I have the original diskettes.
[13:42] <grogbot> <eientei> Can you get the sha1 of the files?
[13:42] <grogbot> <Scrutinizer> which files?
[13:44] <grogbot> <eientei> the resource.* ones
[13:44] <grogbot> <Scrutinizer> 7B5C8C4A945B2AB237134D5E7776330FE9F350A4
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[13:44] <grogbot> <Scrutinizer> that's 000
[13:44] <grogbot> <Scrutinizer> I guess you don't need the AUD.
[13:51] <eriktorbjorn> Assuming it's the "sha1sum" command that prints that under Linux, my RESOURCE.000 is 4b367fcfddb48aa2c7d076d0af095a4c70a3edd5
[13:51] <grogbot> <eientei> I have i know what's up, but will have to check
[13:52] <eriktorbjorn> And the version file says "1.0", "10.27.92", "Island of Dr. Brain" and "Disk 1".
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[14:12] <grogbot> <eientei> You are using a hacked version to bypass the copy protection
[14:13] <grogbot> <eientei> Differing from v1.0 by 1 byte
[14:13] <grogbot> <Scrutinizer> eientei: It's from an original diskette 1.2M 5.25.
[14:16] <grogbot> <Scrutinizer> I'll try running it on a native DOS machine at some point & check it out then.
[14:18] <eriktorbjorn> If they were bought second-hand, it's of course possible that the original owner tampered with them.
[14:18] <grogbot> <sev> we skipped copy protection in those cases, when the original executable was bypassing it, or when we had a permission from the original authors
[14:19] <Scrutinizer> Who knows. I got them since the 90s. I'll have to re-copy them and compare. I don't have a 5.25 drive handy at the moment. :)
[14:20] <grogbot> <Scrutinizer> sev: That's fair.
[14:20] <eriktorbjorn> I know I tampered with the Infocom games I bought back in the day, because the oldest ones on the Mac would only save on 400 KB floppies, not 800 KB ones. Though I'm pretty sure I did leave the original disks alone. :-)
[14:21] <grogbot> <Scrutinizer> sev: Would it be feasible to get such permission from the current owner? Who owns Dr. Brain nowadays anyway?
[14:21] <grogbot> <trembyle> I remember just opening a binary file and not saving it on an Infocom DOS game. Just accessing it broke the game.
[14:22] <grogbot> <trembyle> It was Knowledge Adventures. Not sure if they retained the license when they went private.
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[15:08] <grogbot> <trembyle> The series has been dormant since the 20th century. Vivendi never did anything with the license.
[15:31] <grogbot> <Scrutinizer> That's too bad. I personally don't mind the protection screen, but convincing the kids to turn into some manual and look for codes just doesn't work. They skip the game altogether.
[15:33] <grogbot> <Henke37> tell them that they won't go to disney land if they don't finish the game.
[15:33] <grogbot> <Scrutinizer> It would be easier to keep these games alive by making them more accessible. The protection is meaningless nowadays
[15:33] <grogbot> <antoniou79> It can't be that hard. I used to do that as a child. Some of those codes were also "fun" to find with the manual
[15:34] <grogbot> <Scrutinizer> antoniou79: We're from a different generation. πŸ™‚
[15:34] <grogbot> <Scrutinizer> and there are many more options available
[15:37] <grogbot> <antoniou79> That's true. I guess I figured the codes would be easy to find, since it's a kids game too.
[15:38] <grogbot> <Henke37> it's a simple table look up. words on the sides and symbols in the middle.
[15:39] <grogbot> <Scrutinizer> Sure, but you need to reach for the manual, which is where? who knows.... πŸ™‚ or look for a scanned version... looking for the pdf and coming back to it. really? just load another game. πŸ™‚
[15:39] <grogbot> <Scrutinizer> I don't justify it. Just stating the facts.
[15:42] <grogbot> <antoniou79> You could be fancy and scan the codes page and send it as a pic to their phone. instant augmented reality
[15:46] <grogbot> <trembyle> When I get annoyed entering the copy protection, what I do is save a game right at the beginning. Then you can simply start from that saved game.
[15:47] <grogbot> <trembyle> And if they're father along, they can start from their own saved games directly from the launcher.
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[15:55] <grogbot> <trembyle> Of course this is perfectly legal because you'll need to consult the manual at least once to create that initial save.
[15:59] <grogbot> <Scrutinizer> Good idea. πŸ™‚
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[17:36] <eriktorbjorn> There are some truly obnoxious copy protection scemes out there. I recently spent quite a bit of time taking screenshots of the correct symbols for the Cruise for a Corpse code wheel. After a while I gave up using the horrible scan of the code wheel that came with my budget re-release of the game, and used a better scan I found online. Even then, I would often get it wrong because sometimes you had to choose between two versions of the
[17:36] <eriktorbjorn> same figure with only minor colour differences, and the colours in both scans were a bit faded to begin with...
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[18:26] <Scummette> [scummvm] sluicebox opened pull request #3420: GUI: Don't apply values from disabled subtitle toggle (master...subtitle-toggle-options) https://git.io/JKZp7
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[19:33] <grogbot> <criezy> That code wheel for Cruise for a Corpse is one of the worst copy protection I have seen. I am not colour blind, but I still often get it wrong whenever I try to start the game again.
[19:54] <Scummette> [scummvm] criezy closed pull request #3416: SDL: Fix exception on macOS 10.4/10.5 (master...patch-1) https://git.io/Jopt6
[19:54] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JKnLR
[19:54] <Scummette> scummvm/master a9a59ba evanmiller: SDL: Fix exception on macOS 10.4/10.5
[19:56] <Scummette> [scummvm] criezy pushed 1 new commits to branch-2-5: https://git.io/JKnLi
[19:56] <Scummette> scummvm/branch-2-5 860da9b evanmiller: SDL: Fix exception on macOS 10.4/10.5
[19:59] <grogbot> <Bluddy> Not worth the time IMO
[20:04] <grogbot> <eXo> In my project we have interactive codewheels
[20:04] <grogbot> <eXo> including the cruise for a corpse one
[20:04] <grogbot> <eXo> the colors are somewhat painful
[20:04] <grogbot> <eXo> but bright in our scans
[20:05] <grogbot> <eXo> I'm not sure if the code wheel for corpse is considered copyright. if it's not, I am happy to post it here
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[21:49] <grogbot> <DreamMaster> Despite how terrible and faded it is, posting it would still be considered bypassing legitimate copy protection, and supporting piracy. So please don't.
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[00:00] --- Fri Oct 15 2021