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[00:56] <Scummette> [scummvm] bluegr closed pull request #2777: 3DS: Rename the _3DS namespace (master...3ds-namespace) https://git.io/JtPMF
[00:56] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JtP9Z
[00:56] <Scummette> scummvm/master 1d5f475 ccawley2011: 3DS: Rename the _3DS namespace
[00:56] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtP9c
[00:56] <Scummette> scummvm/master 6609abf : I18N: Update translation files
[01:00] <Scummette> [scummvm] bluegr closed pull request #2766: AGI: support new WinAGI *.wag file format (master...z_agi_wag) https://git.io/Jto1R
[01:00] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JtP9E
[01:00] <Scummette> scummvm/master 03fb100 ZvikaZ: AGI: support new WinAGI *.wag file format
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[01:25] <grogbot> <4-science> hi all, re: blade runner, just wondering what the best place would be to report bugs? (or gush about features)
[01:25] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/JtPHg
[01:25] <Scummette> scummvm/master 2a6a363 bluegr: STARTREK: Remove some obsolete TODOs
[01:25] <Scummette> scummvm/master 31f2fc6 bluegr: STARTREK: Convert more rooms to the new text resource format
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[02:06] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtP7e
[02:06] <Scummette> scummvm/master 68adead dreammaster: AGS: Implement fade in/out alpha blending
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[04:28] <grogbot> <MOS Technology 6502> phew, agonizing 10 minutes there. Hey, I'm trying to add MADE engine support for the Return to Zork MacOS version. This isn't the ReelMagic version that needs a special MPEG card, it's the standard MacOS CD-ROM one... The upshot is that this runs at 640x480 rather than 320x200, so there's higher quality stills etc. Right so I already have the image decoding working and now I'm having to look at the MADE script parsing.
[04:28] <grogbot> I put this project on hold a couple years back and decided I'd pick it up again and drive it to a PR
[04:30] <grogbot> <MOS Technology 6502> so I'm having problems trying to work with the latest Git version of ScummVM. I have VS 2019 and the precompiled 2015 libs and am trying to follow the steps to use create_project.exe --msvc --disable-all-engines --enable-engine=made ... to get a VS 2019 project that I can work with. At this point I've been able to build ScummVM.exe, but the problem is, I can't get it to actually contain any engines.
[04:30] <grogbot> <MOS Technology 6502> https://cdn.discordapp.com/attachments/581224061091446795/810730307731849265/unknown.png
[04:32] <grogbot> <MOS Technology 6502> How does the ScummVM Visual Studio build actually "know" what engines it's compiled with, and how do I get MADE to show up here? At first I thought it was a problem with having one solution, two projects... so I put the engines/made subfolder back into the main project and built it as one. Still no dice.
[04:33] <grogbot> <MOS Technology 6502> fwiw I also tried Code::Blocks and went through the same hair-pulling experience getting it to build under MinGW, only to have the exact same result (it builds, no engines)
[04:35] <grogbot> <DreamMaster> You're missing the .... folder specification. Try replicating what's in the create_msvc.bat file.
[04:35] <grogbot> <DreamMaster> sorry, .. backslash ..
[04:35] <grogbot> Command sent by thoth
[04:35] <grogbot> ..\\.
[04:35] <grogbot> <MOS Technology 6502> This is my command line C:\Users\grkenn\Documents\GitHub\scummvm>create_project.exe . --msvc --disable-all-engines --enable-engine=made --disable-cloud --disable-nasm --disable-mad --disable-ogg --disable-vorbis --disable-flac --disable-theora --disable-jpeg --disable-fluidsynth --disable-sdlnet --disable-libcurl
[04:36] <grogbot> <MOS Technology 6502> I'll look at that bat file.
[04:36] <grogbot> <DreamMaster> Yep, you're missing it, so it doesn't get the correct data to build up the solution
[04:36] <grogbot> <thoth> Or ../. Windows does accept the forward slash as a path separator, fun fact.
[04:42] <grogbot> <sluicebox> @MOS Technology 6502 i do something similar for the SCI engine and i have a batch file one level above the root that looks like this: cd src\dists\msvc create_project ..\..\ --disable-all-engines --enable-engine=sci,sci32 --msvc ... cd ..\..\
[04:43] <grogbot> <DreamMaster> I tend to make copies of create_msvc.bat and then just add --disable-all-engines --enable-engine=whatever to the :stable section. The project's git is set up to ignore any other batch files in the msvc folder, so there isn't even any danger of accidentally committing them
[04:44] <grogbot> <DreamMaster> Handy for working on new engines, where you may frequently be adding new files, and need to regenerate the project
[04:44] <grogbot> <MOS Technology 6502> Ah, I see now how this works
[04:45] <grogbot> <sluicebox> i always feel better when hearing that the hyper-productive also have a menagerie of create_msvc batch files 😃
[04:47] <grogbot> <DreamMaster> Been ages since I last completely screwed up my git somehow, so they tend to accumulate 🙂
[05:00] <grogbot> <sluicebox> "...and this little fella is for testing SCI16-only, which is only done on the commits that don't break it"
[05:01] <grogbot> <sluicebox> look i'm not saying it's the greatest system, but it is a system
[05:01] <grogbot> <MOS Technology 6502> Well, uh, it ignored my "exclude everything BUT..." rule. But it built so I'm happy.
[05:01] <grogbot> <MOS Technology 6502> https://cdn.discordapp.com/attachments/581224061091446795/810737469577756722/unknown.png
[05:04] <grogbot> <sluicebox> hooray! when that happens to me it's always a typo, but still hooray!
[05:05] <Endy> lol
[05:05] <grogbot> <DreamMaster> I'm surprised you didn't need to include --use-canonical-lib-names. You must be using the old version of the libs zip
[05:05] <grogbot> <MOS Technology 6502> sorry, I did end up using the .bat file, which does include that option.
[05:06] <grogbot> <DreamMaster> Ah, then maybe you add the --disable-all-engines to the wrong section. For example, if you added it to the stable section, but then selected all when you ran the batch file
[05:07] <grogbot> <MOS Technology 6502> I'll try it again.
[05:07] <grogbot> <sluicebox> if you paste in your batch file we can gently berate it. if you're going to continue doing this as you pull latest code, it will speed up your recompiles a lot to exclude the other engines
[05:09] <grogbot> <SupSuper> ever since the engine detection moved to plugins, you will always see all the engines listed under About even if you disable them. what matters is what engines are in your visual studio solution
[05:10] <grogbot> <sluicebox> oh whoa i had no idea
[05:10] <grogbot> <SupSuper> the rest should work out of the box with vs2019. my bat is just this: create_project ..\.. --disable-all-engines --enable-engine=trecision --enable-text-console --use-canonical-lib-names --msvc
[05:12] <grogbot> <sluicebox> which is a polite way of saying "well that's wrong"
[05:14] <grogbot> <sluicebox> look i'm not trying to assign work or anything but @SupSuper you are kind of the patron saint of thankless tasks that make windows development pleasant and fun...
[05:14] <grogbot> <SupSuper> more "the more you deviate from the instructions, the weirder stuff gets" 😛 running create_project from outside dists\msvc tends to be quirky. the "listing all engines even when disabled" might also be a create_project quirk
[05:16] <grogbot> <sluicebox> i'm running it within msvc, no weird stuff, and i'm seeing all engines in about box even though it's SCI only. i'm glad you mentioned that, that would have really confused me in the future
[05:17] <grogbot> <SupSuper> i have a master plan to replace the whole thing eventually. but for now i've hacked away all i care to make "detection" make sense in msvc, you'll just have to settle with the quirks
[05:18] <ScummBot> Port build status changed with 68adead0: Failure: master-amigaos4
[05:19] <grogbot> <sluicebox> i distinctly remember what it was like to try to hack on this with msvc before the heroic work of @SupSuper ! i will happily take what i can get 😃
[05:19] <Endy> Achievement Unlocked: "MSVC Build System Hero"
[05:22] <grogbot> <sluicebox> unfortunately that puts you on a no-fly list at San Francisco International Airport. Washington State will have you!
[05:27] <grogbot> <SupSuper> i leave that to the original creators of create_project, wherever they may be now 🙏
[05:29] <grogbot> <sluicebox> legend is that you were trying to become king of create_prince but got the wrong directory and here we are
[05:30] <grogbot> <sluicebox> "so say we all"
[05:32] <grogbot> <MOS Technology 6502> Okay, next question. The MacOS version data files are Big Endian. The current MADE engine works with Little Endian. Are there any other engines that deal with differing endian-ness data files I could look at, to try to pattern my changes after existing code?
[05:32] <grogbot> <SupSuper> the stream classes have LE and BE read methods that automatically deal with it, for anything more complicated there's also ENDIAN defines
[05:33] <grogbot> <sluicebox> i was imagining two dozen people furiously typign right now
[05:33] <grogbot> <MOS Technology 6502> I have effectively done something like _BigEndian = (platform = kPlatformMacintosh); and then something like this throughout: if (_readBE) WRITE_BE_UINT16(&vector[index], value); else WRITE_LE_UINT16(&vector[index], value);
[05:33] <grogbot> <MOS Technology 6502> but I don't want to do anything too weird if there's an existing way people handle this.
[05:33] <grogbot> <DreamMaster> If you're dealing with a data file that has the same structure, but is explicitly Big Endian in the Mac version, maybe you could wrap the reads in a method that calls the correct .readBE or .readLE
[05:34] <grogbot> <DreamMaster> It would be better to encapsulate that in a class that wraps the files, rather than doing the check each and every time
[05:34] <grogbot> <sluicebox> in the SCI engine we have macros/functions for LE, BE, and SE (System Endian) to handle that we might be dealing with a mac or dos/win resource
[05:34] <grogbot> <sluicebox> i will now look for those, and if they are SCI-specific or in common
[05:35] <grogbot> <SupSuper> i think there's also a Stream class that lets you pass in endianness on construction
[05:36] <grogbot> <SupSuper> ReadStreamEndian(bool bigEndian)
[05:36] <grogbot> <sluicebox> that's right, and there are some macro examples in engines\sci\util.cpp
[05:37] <grogbot> <sluicebox> which is mostly just wrapping tests before calling things in common\endian.h
[05:39] <grogbot> <sluicebox> i don't know if this is your situation, but in SCI there are data files where the only format difference between mac and pc is endianness, in which case those make sense
[05:40] <grogbot> <MOS Technology 6502> I'm not sure yet, I think that might be the case...
[05:41] <grogbot> <MOS Technology 6502> Okay, I'll look at those and see what I can re-use 🙂
[05:46] <grogbot> <MOS Technology 6502> ah yeah I have some things like this: if (_readBE) { objectIndexOffs = sourceS.readUint32BE(); objectCount = sourceS.readUint16BE(); _gameStateOffs = sourceS.readUint32BE(); _gameStateSize = sourceS.readUint32BE(); objectsOffs = sourceS.readUint32BE(); objectsSize = sourceS.readUint32BE(); _mainCodeObjectIndex = sourceS.readUint16BE(); } else {
[05:46] <grogbot> objectIndexOffs = sourceS.readUint32LE(); objectCount = sourceS.readUint16LE(); _gameStateOffs = sourceS.readUint32LE(); _gameStateSize = sourceS.readUint32LE(); objectsOffs = sourceS.readUint32LE(); objectsSize = sourceS.readUint32LE(); _mainCodeObjectIndex = sourceS.readUint16LE(); } where sourceS is a Common::SeekableReadStream but instead I could use a ReadStreamEndian there.
[05:47] <grogbot> <MOS Technology 6502> Cool
[05:56] <grogbot> <sluicebox> now tell everyone on twitter that we were nice 😃
[06:45] <Scummette> [scummvm] cadihowley closed pull request #2761: DOCS: Adds doc portal for v2.2 docs (branch-2-2...branch-2-2) https://git.io/JtVWo
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[09:24] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtXft
[09:24] <Scummette> scummvm/master 7560aff marcosoutsider: I18N: Update translation (Portuguese (Brazil))
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[09:43] <ScummBot> Port build status changed with 7560aff5: Success: master-amigaos4
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[11:47] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtXqd
[11:47] <Scummette> scummvm/master 2a63c7e tag2015: I18N: Update translation (Italian)
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[16:46] <grogbot> <MOS Technology 6502> lol
[17:11] <grogbot> <timofonic> ScummVM needs influencers and social media managers
[17:13] <Scummette> [scummvm] salty-horse pushed 2 new commits to master: https://git.io/JtXze
[17:13] <Scummette> scummvm/master be8fe20 salty-horse: TINSEL: Remove redundant struct initialization
[17:13] <Scummette> scummvm/master 9856dd9 salty-horse: TINSEL: Silence g++ warnings
[17:19] <grogbot> <thoth> Aren't we infrastructure? 😛
[17:22] <grogbot> <MOS Technology 6502> that's just GOG and twitch let's-players
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[17:40] <grogbot> <antoniou79> I've seen quite a few twitch players that either don't really know of ScummVM, or trying it for the first time (but with minimal research) -- and a few that for some reason hate it.
[17:40] <grogbot> <antoniou79> XD
[17:41] <grogbot> <antoniou79> I kind of prefer well researched Let's Plays if I can find them.
[17:42] <grogbot> <Henke37> i'd love to see that hate, to understand why
[17:44] <grogbot> <antoniou79> I think it's mostly a combination of not understanding what ScummVM actually does (and how much work is put into it, what it means for support of the game engine, bug fixes, enhancements over the original etc) -- and missing the "exe" files that GOG skips when distributing a game with ScummVM, as they want to run the game on old hardware or DosBox
[17:44] <grogbot> <antoniou79> But there could probably be other reasons
[17:47] <grogbot> <antoniou79> Like I think I've also seen some write that OBS does not work well with ScummVM (this has not been my experience, but maybe it is cumbersome to setup for complex streaming configurations?)
[17:47] <grogbot> <timofonic> It's not enough. The project needs to be more known than MAME an retroarch joined. Don't get me wrong. Those are great projects, but ScummVM darte deserves it more. It reimplements complete game engines by original code or advanced reverse software engineering.
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[17:56] <grogbot> <MOS Technology 6502> I have some ... thoughts ... about RetroArch
[17:56] <grogbot> <MOS Technology 6502> lol
[17:58] <grogbot> <MOS Technology 6502> oh weird, I thought I was making my questions yesterday in #dev-support, my bad
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[18:08] <grogbot> <thoth> Retroarch does a lot of neat things, but it can be deeply frustrating. And it doesn't expose debuggers of any kind, which means that if the best emulator for a platform is a retroarch core, you don't have any kind of recourse when debugging code for that platform.
[18:16] <eriktorbjorn> Is it just me, or is the AGS engine a bit case-sensitive? I tried starting the second Blackwell game, and it complained that it couldn't find unbound.exe. So I had to rename mine, because it was Unbound.exe here. (The game still doesn't run for me after renaming, but at least it gets a bit further.)
[18:26] <grogbot> <ZvikaZ> Indeed, I don't understand why gog doesn't deliver exe files, if it delivers ScummVM. What hurts them to supply all original files? The space it takes is almost zero, and their ScummVM configuration just ignores it, so it shouldn't be a problem. Even ScummVM devs sometimes run the dosbox version, to compare things, etc. If in the future all gog games will be without exe files, eventually, it will be bad for ScummVM...
[18:28] <grogbot> <rootfather> if they use dosbox, they need to use the .exe files as well
[18:28] <grogbot> <rootfather> the only way they can "strip" some exe files is by providing them via scummvm
[18:30] <grogbot> <ZvikaZ> I've seen some games (don't remember which...), that GoG supplied with scummvm, and without .exe
[18:30] <grogbot> <ZvikaZ> So, I couldn't run them with dosbox
[18:30] <grogbot> <ZvikaZ> It was annoying
[18:32] <grogbot> <rootfather> ah, okay, right, now I get it
[18:32] <grogbot> <rootfather> 😄
[18:34] <grogbot> <DreamMaster> eriktorbjorn: I'm not aware that AGS detection is case sensitive. I tried renaming one of the game executables, and even with different casing the detector still identified it
[18:35] <grogbot> <Henke37> this could be an os dependent bug.
[18:35] <grogbot> <Henke37> windows is case insensitive by default, linux is case sensitive
[18:36] <grogbot> <DreamMaster> If so, it should be investigated by someone with whichever system you used. ScummVM is meant to be case insensitive for all file usage.
[18:37] <grogbot> <DreamMaster> I checked, and advancedDector.cpp uses a case insensitive file map for checking whether files in the detection list are present: typedef Common::HashMap<Common::String, FileProperties, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FilePropertiesMap;
[18:38] <grogbot> <DreamMaster> So it shouldn't matter what case the OS provides the files as
[18:38] <grogbot> <Henke37> the actual error message would be useful here
[18:40] <grogbot> <antoniou79> @ZvikaZ as a developer I'd also want to have the option to get the complete original version, including the exe files, where it would make sense (eg. if the exe did support running the game completely from the HDD or had some DRM in it, then GOG would be likely not to have it included).
[18:40] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtXVz
[18:40] <Scummette> scummvm/master 5daedb9 dreammaster: AGS: Fix draw_trans_sprite to use transBlitFrom
[18:40] <grogbot> <antoniou79> If I had to guess, it's a combination of saving space, and not confusing the end-users
[18:41] <grogbot> <antoniou79> because eg. the "exe" file being available may tempt users to install 3rd party patches, etc. which would then could lead to unsupported configurations....
[18:41] <grogbot> <antoniou79> Maybe they could put the "exe" under "Extras"?
[18:51] <grogbot> <gu3> I had this issue when trying Primordia. I had to rename the executable to lowercase.
[18:51] <eriktorbjorn> DreamMaster: It detected the game just fine. It was when I tried to start it that it failed.
[18:56] <grogbot> <DreamMaster> I'll put an entry on the Trello board for someone to experiment with finename casing in Linux
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[20:53] <Scummette> [scummvm] cadihowley opened pull request #2778: DOCS: Adds V2.2 documentation portal to branch-2-2 (branch-2-2...2-2-docs) https://git.io/JtXPn
[21:09] <grogbot> <Khvostik> It'd be awesome if ScummVM had an option in the launcher to have a library with game covers.
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[21:19] <grogbot> <timofonic> Are you making a Pull Request for it? It would be amazing!
[21:20] <grogbot> <Khvostik> Pull request? Oh no I'm sort of not registered on a github 😄
[21:31] <grogbot> <Khvostik> Somehow missed that ScummVM supporting Waxworks and Elvira 1-2 Always was curious about those games.
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[21:54] <grogbot> <somaen> But where would those game covers come from?
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[21:55] <grogbot> <Khvostik> You choose file from in the game config options 🤷
[21:56] <grogbot> <Khvostik> Or place it in game folder with special name like "Cover.png"
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[22:09] <grogbot> <MOS Technology 6502> well, following the MAME and other emulator comparisons front - there's a whole secondary project space for people making frontends, screenshots, cover art scans, XML files with genre info, etc. If you build it they will come. Maybe.
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[22:09] <grogbot> <Henke37> scummvm already has a themeing system. can't say i've seen a lot of themes.
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[22:11] <grogbot> <MOS Technology 6502> Oh I didn't even know you could do that.
[22:11] <grogbot> <MOS Technology 6502> https://forums.launchbox-app.com/topic/50127-scummvm-unified-game-themes-169/
[22:12] <grogbot> <SupSuper> most game launchers can do that for you as well, it's easy to parse the ini and just call scummvm <gameid>, eg. https://github.com/micpp42/gog-galaxy-scummvm
[22:12] <grogbot> <Khvostik> Duckstation just ask you to place a file. Dosbox game launcher had option to import it from mobygames directly
[22:13] <grogbot> <Khvostik> Oh there are themes? Hmm
[22:13] <grogbot> <Khvostik> I'm haply with default theme, just thought about alternatives to the text list.
[22:14] <grogbot> <SupSuper> this one also supports scummvm: https://playnite.link/
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[22:26] <grogbot> <PurpleMoustache> Playnite is rad
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[22:42] <Scummette> [scummvm] somaen pushed 10 new commits to master: https://git.io/JtXyn
[22:42] <Scummette> scummvm/master ca96788 somaen: TINSEL: Stub library function 86
[22:42] <Scummette> scummvm/master f7f4669 somaen: TINSEL: Map SETSYSTEMSTRING
[22:42] <Scummette> scummvm/master 918dce9 somaen: TINSEL: Map and stub DECINVMAIN
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[22:50] <Scummette> [scummvm] somaen pushed 1 new commits to master: https://git.io/JtXyD
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[23:24] <Scummette> scummvm/master 92533e3 somaen: TINSEL: Add some missing break-statements
[23:24] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JtX9Y
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[23:29] <grogbot> <BeleG> That would probably be the easy part. For example, GOG Galaxy pulls all its non-GOG game covers from IGDB, which provides an API for that (and so does Moby). Galaxy is where I keep my collection so Ive been upscaling/restoring many adventure game covers (or creating them where a good one does not exist) and uploading them to IGDB for that reason. Ive lately been doing some AGS games that showed without a cover. Within a few days
[23:29] <grogbot> Galaxy catches up and they show up in your library.
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