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[00:06] <grogbot> <rsn8887> What is ScummVM exactly?
[00:06] <grogbot> <rsn8887> Each engine code is completely different?!?
[00:06] <grogbot> <rsn8887> So it is a frontend for Adventure "cores" similar to how Retroarch is a frontend for emulation "cores"?
[00:06] <grogbot> <rsn8887> I have never looked at engines, only backend. The backend seems pretty homogenous.
[00:06] <grogbot> <rsn8887> But each engine seems to be its own thing. Input loop totally different etc.
[00:07] <grogbot> <rsn8887> See the comment I made here: https://github.com/scummvm/scummvm/pull/1663#issuecomment-574914858
[00:07] <grogbot> <Henke37> you have it right.
[00:07] <grogbot> <Henke37> each engine is its own mess
[00:08] <grogbot> <rsn8887> That's what I feared.
[00:09] <grogbot> <rsn8887> So ScummVM frontend is just like SDL? Something that abstracts gfx, sound, input?
[00:09] <grogbot> <Henke37> kinda yes
[00:09] <grogbot> <Henke37> except that they call it a backend
[00:10] <grogbot> <Henke37> anyway, feel free to fix things if you want to waste hundreds of man hours
[00:10] <grogbot> <rsn8887> No thanks.
[00:10] <grogbot> <rsn8887> I just thought that "first person gamepad mode" thing would be easier. I think it is probably trivial for anyboy familiar with the engines, especially EOTB engine.
[00:23] <grogbot> <SupSuper> scummvm is more game oriented. stuff like SDL, retroarch, etc, just give you hardware input/outputs. scummvm has a bunch more stuff like game detection, savegames, etc. plus retro platforms
[00:24] <grogbot> <SupSuper> but you're right that it's low-level, no gameplay is shared and every engine is effectively an independent blackbox. there's nothing "adventure" to it besides project policy
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[00:34] <grogbot> <rsn8887> I think it really shows the inadequacy of SDL and other such i/o solutions that things like ScummVM frontend and Retroarch frontend even exist.
[00:35] <grogbot> <rsn8887> In a Perfect World they wouldnt be necessary and code would just be more portable between all platforms.
[00:35] <grogbot> <rsn8887> Without Adventure game specific or emulator game specific frontend a
[00:36] <grogbot> <rsn8887> Basicallly these frontends are like mini portable operating systems because traditional os is so non portable
[00:39] <grogbot> <SupSuper> i think it's the other way around, writing a platform-agnostic layer is just gonna result in very similar looking apis 😛 there's only so much you can abstract
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[01:10] <grogbot> <Henke37> i'd abstract the event loop
[01:16] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JvUDJ
[01:16] <Scummette> scummvm/master 369e80a antoniou79: I18N: Update translation (Greek)
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[02:03] <grogbot> <HarshBawari> What's the next task for me?
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[04:39] <ScummBot> Port build status changed with 369e80a9: Failure: master-3ds
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[05:19] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JvUHH
[05:19] <Scummette> scummvm/master 5ff83a5 sluicebox: README: Update supported SCI games
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[05:21] <Scummette> [scummvm] sluicebox pushed 1 new commits to branch-2-1: https://git.io/JvUHd
[05:21] <Scummette> scummvm/branch-2-1 4f28800 sluicebox: README: Update supported SCI games
[05:29] <ScummBot> Port build status changed with 5ff83a56: Success: master-3ds. Nice work, all ports built fine now
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[07:55] <grogbot> <ZvikaZ> Hi. Is it possible to "subscribe" for bug notifications, for specific component(s)? I looked at bugs.scummvm.org->Preferences->Notifications, but it has either 'Any ticket is created' (which is too broad for me) or only things regarding myself (which is too narrow). Isn't there a better customization for this?
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[10:38] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JvUNB
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[12:34] <Scummette> scummvm/master 4861e87 sev-: PRINCE: I18N: Update translation (English)
[12:34] <Scummette> scummvm/master 4a99c9e sev-: PRINCE: I18N: Update translation (Russian)
[12:34] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JvUx5
[12:34] <Scummette> scummvm/master 3de471d sluicebox: SCI: Set first palette color when drawing a 1.1 pic
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[12:55] <Scummette> [scummvm] sluicebox pushed 1 new commits to branch-2-1: https://git.io/JvUpB
[12:55] <Scummette> scummvm/branch-2-1 fb24fc3 sluicebox: SCI: Set first palette color when drawing a 1.1 pic
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[16:04] <grogbot> <HarshBawari> @sev
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[16:42] <grogbot> <madmoose> @Henke37 How would you abstract the game loop differently than what ScummVM does?
[16:42] <grogbot> <DreamMaster> In the absense of any specific task, you might want to try experimenting and reviewing the testbed engine.. get a feel for how engines work in ScummVM. The folder in dists/engine-data/testbed-audiocd-files has the necessary data you can have the engine detect
[16:42] <grogbot> <Henke37> for a start, not let individual game engines run their own loops
[16:42] <grogbot> <Henke37> One loop for the entire application.
[16:43] <grogbot> <Henke37> there are countless bugs caused by games running their own nested loops
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[16:43] <grogbot> <Henke37> and in general it makes it at best awkward to run additional code on top of the game engine code.
[16:43] <grogbot> <madmoose> @Henke37 Then how would you support games that used nested event loop?
[16:44] <grogbot> <Henke37> that's the thing, it's awkward to convert such code into using an existing main loop
[16:45] <grogbot> <Henke37> async functions (as in C#) would help a lot, but c++ doesn't have that.
[16:45] <grogbot> <Henke37> you'd have to manually chop up code and make it resumable.
[16:45] <grogbot> <DreamMaster> Agreed. Especially if you're reverse engineering a game from scratch.
[16:45] <grogbot> <madmoose> Sure, it's awkward and means we can't replicate the original engines faithfully. That's why we're not going to do that 🙂
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[16:47] <grogbot> <madmoose> I want, for instance, the Blade Runner engine to be structed as closely as possible to the original engine.
[16:48] <grogbot> <madmoose> If we had to pervasively change the fundamental structure of the engine to suit some arbitrary framework I'd rather make it a standalone project.
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[16:49] <grogbot> <Henke37> sometimes you don't get a choice in the matter.
[16:49] <grogbot> <Henke37> sometimes the platform already has a main loop and you are forced to use it.
[16:50] <grogbot> <madmoose> In the world of fantasy anything's possible 😛
[16:51] <grogbot> <DreamMaster> True.. I'm still waiting for hoverboards 😉
[16:51] <grogbot> <Henke37> they already exists. some limitations apply.
[16:52] <grogbot> <DreamMaster> Yes, yes. I've seen the videos 🙂
[16:54] <grogbot> <DreamMaster> It's a real pity that it isn't easier to convert main loops. One of the many difficulties I've encountered in converting engines where we have source code is properly handling quit actions.. having to pepper "shouldQuit" calls in all the loops everywhere, just to break out, so the game doesn't stall if the user tries to close the game window.
[16:55] <grogbot> <Henke37> that's a good part of the "countless bugs" claim i made.
[17:03] <grogbot> <madmoose> Would restructuring the games around a cleaner event loop be a smaller or bigger task than sprinkling shouldQuit around?
[17:05] <grogbot> <DreamMaster> A much bigger task. The biggest problem with having a main game loop is that you need to restructure prior loops and method returns completely, not to mention game updates to respond to "game ticks" rather than their own loops. So, for example, a simple method that had a loop for a yes/no key and return a bool would need to be restructured to be a class that responds to keypresses, detects y/n, and then sends a message to a
[17:05] <grogbot> designated other class that would do whatever the original did after getting the function result. And when you start having multiple methods calling backwards and forwards to different parts of the engine, it quickly gets complicated.
[17:06] <grogbot> <madmoose> It was a leading question 🙂
[17:06] <grogbot> <DreamMaster> Just popping in shouldQuit around is easier, because you can just manually find everywhere that an engine is calling pollEvent, and work your way backwards to calling methods and simply pop in shouldQuit() calls after methods that call the method with the event loops return. And the methods that call them, all the way up
[17:08] <grogbot> <DreamMaster> Ah, heh. I didn't notice. :). Though I spoke flippantly earlier, I've actually found that reversing a game from scratch is actually easier to implement a single game loop for than dealing with games where the source is provided. Reversing for me is generally an ongoing process, so it's easier to build an engine simultaneously with a single event loop and messaging.
[17:14] <grogbot> <DreamMaster> One of the reasons I spent all the time working on Starship Titanic was even in the early experiments on dissasembling it, I could see that it had a really good structure with a single main message dispatcher, and a class structure to allow for clean messaging between different objects and subsystems. Which is why both my on hiatus projects for Ultima 1 and the Legend Entertainment games borrowed heavily from it. And also why, even
[17:14] <grogbot> now, I'm devoting time to try and improve naming and clarifying parts of the engine that I didn't previously understand
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[17:20] <Scummette> [scummvm] sev- pushed 7 new commits to master: https://git.io/JvTk7
[17:20] <Scummette> scummvm/master 1ab92ea sev-: DIRECTOR: LINGO: Added special grammar case for "the meuItem" field
[17:20] <Scummette> scummvm/master c2aebb3 sev-: DIRECTOR: LINGO: Added test for 'the menuItem' field
[17:20] <Scummette> scummvm/master b06b900 sev-: DIRECTOR: LINGO: Fix grammar for 'the number of castMembers'
[17:27] <Scummette> [scummvm] athrxx pushed 3 new commits to branch-2-1: https://git.io/JvTIU
[17:27] <Scummette> scummvm/branch-2-1 49d27f0 athrxx: KYRA: (MR) - fix animation glitch (bug #11312)
[17:27] <Scummette> scummvm/branch-2-1 1c9bdf6 athrxx: KYRA: (MR) - really fix animation glitch (bug #11312)
[17:27] <Scummette> scummvm/branch-2-1 3aa9cee athrxx: KYRA: (MR) - fix spelling in comments
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[17:31] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/JvTIY
[17:31] <Scummette> scummvm/master 50e5b82 athrxx: KYRA: (MR) - fix spelling in comments
[17:32] <grogbot> <HarshBawari> Okay, I'll have a look at it
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[17:46] <Scummette> [scummvm] harshbawari closed pull request #1997: GRIFFON ENGINE: Fix final boss is sluggish (master...final-boss-sluggish) https://git.io/JvfC2
[17:56] <grogbot> <sev> @HarshBawari I commented further on your pull request
[17:57] <grogbot> <HarshBawari> I will look into it again in the morning. Almost midnight here, gotta sleep
[18:03] <grogbot> <Shockwave_S08> Quick query, regarding ScummVM Tools and the Legend of Kyrandia trilogy: I couldn't find anything compressible in the first two games, though I managed to compress all of the .TLK files in Book 3: Malcom's Revenge with no trouble. Are the game's .AUD (or any other) files compressible in any form? The current documentation points only to the first game's .VRM files, rather than specifying what file types are able to be compressed,
[18:03] <grogbot> as with all other entries in the readme.
[18:06] <grogbot> <antoniou79> (this is not a response to the query, but I'm just now realizing that even though I knew Kyrandia was a Westwood title, I didn't think to check for the implementation of TLK / AUD in the ScummVM engine code to see if it was compatible with BR's.
[18:08] <grogbot> <Shockwave_S08> I think the tools are just looking for any .VOC audio buried in the .TLK files of Book 3. Couldn't find anything else worth mentioning.
[18:16] <Scummette> [scummvm] athrxx pushed 1 new commits to branch-2-1: https://git.io/JvTL3
[18:16] <Scummette> scummvm/branch-2-1 86d1a2c athrxx: NEWS: update Kyra section
[18:18] <grogbot> <_athrxx> Yes, the AUD files in Malcolm's revenge can actually be re-encoded into mp3/ogg/flac
[18:19] <grogbot> <_athrxx> although I haven't tried that for a very very long time
[18:20] <grogbot> <_athrxx> @antoniou79 Kyra 3 still has that 8bit codec for the AUDs and VQAs. You probably have only the 16bit codec.
[18:22] <grogbot> <antoniou79> hmm, could be.
[18:23] <grogbot> <_athrxx> Kyra 3 might be the only title with the 8bit AUDs. The next one was C&C and that already had 16bit sound. Or it might have had both....
[18:24] <grogbot> <antoniou79> Off the top of my head, I'd say that Blade Runner has both, and it's probably identical to what C&C has or very close to that, as far as AUD files go.
[18:24] <grogbot> <antoniou79> It also has a few uncompressed tracks
[18:25] <grogbot> <antoniou79> (also AUD)
[18:26] <grogbot> <_athrxx> from looking at BR adpcm_decoder I'd say you have 16bit only
[18:26] <grogbot> <_athrxx> But I'm not familiar with the BR code.
[18:28] <grogbot> <antoniou79> I may mis-remembering because I worked more on a python script for decoding the AUD files (for transcript/subtitling purposes) and I may have ported and written code with broader specs
[18:30] <grogbot> <_athrxx> Probably. I think I wrote a player for that ~20 years ago which also had both codecs 🙂
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[18:35] <grogbot> <sluicebox> i'm catching up on the chat logs; am i reading this right? did @rsn8887, a contributor of over two years, finally ask what this project even is??
[18:36] <grogbot> <sluicebox> that makes every commit like 10x more impressive, right??
[18:37] <grogbot> <antoniou79> indeed 🙂
[18:54] <grogbot> <rsn8887> You might have misunderstood my question.
[18:54] <grogbot> <sluicebox> i feel like i must have!
[18:54] <grogbot> <rsn8887> I tried to say something more along the lines of "What is ScummVM trying to be?"
[18:54] <grogbot> <rsn8887> 🙂
[18:55] <grogbot> <sluicebox> well i prefer my interpretation
[18:55] <grogbot> <rsn8887> I know what the project is, but stepping a step back.
[18:55] <grogbot> <rsn8887> It was funny though
[18:55] <grogbot> <sluicebox> i'm still impressed you never looked at any engine code!
[18:56] <grogbot> <rsn8887> I did look at that code for lipsync one time.
[18:56] <grogbot> <Henke37> i feel like i've been poking my nose in all the spots, and i've barely contributes.
[18:56] <grogbot> <rsn8887> in Full Throttle, because that really bothered me that the lips of characters in the game did not move right.
[18:56] <grogbot> <rsn8887> Of course that has long been fixed, luckily.
[18:57] <grogbot> <rsn8887> I find the backend much more interesting than the individual engines personally
[18:57] <grogbot> <rsn8887> The backend can affect all games. Why the engines are very specialized.
[18:59] <grogbot> <rsn8887> In all projects I have contributed too, I seem to focus on controller stuff, deadzones, touch support etc, if anything at all. I guess that is my interest.
[18:59] <grogbot> <rsn8887> I am a controller nerd.
[19:00] <grogbot> <sluicebox> We Don't Judge Here
[19:01] <grogbot> <Henke37> my focus is all over the place
[19:02] <grogbot> <sluicebox> any time you see a win32 commit from me there is implicit great reluctance and also pain
[19:02] <grogbot> <SupSuper> i can feel it 😛
[19:02] <grogbot> <sluicebox> it's palpable, right??
[19:02] <grogbot> <SupSuper> i guess i'm the opposite, i'd rather stay in the blackbox isolated engines then the one-size-fits-all scary backends
[19:03] <grogbot> <rsn8887> I am a controller nerd
[19:03] <grogbot> <rsn8887> https://cdn.discordapp.com/attachments/581224061091446795/667443965145907212/unknown.png
[19:03] <grogbot> <sluicebox> OH. MY. GOODNESS.
[19:03] <grogbot> <rsn8887> I have quite a collection of controllers nowadays
[19:03] <grogbot> <SupSuper> controllers? in my pc gaming?? heresy! 😛
[19:03] <grogbot> <sluicebox> it's the word CONTROLLER that pushes that over the edge!
[19:04] <grogbot> <antoniou79> wow
[19:04] <grogbot> <rsn8887> Lol I found that at a garage sale and painted it.
[19:04] <grogbot> <SupSuper> nice arcade sticks though
[19:04] <grogbot> <rsn8887> I modded them https://gamingprojects.wordpress.com/2014/03/
[19:04] <grogbot> <rsn8887> Without modding, they sucked. But after modding, they are great.
[19:05] <grogbot> <sluicebox> that is some straight up obsession and i respect it A LOT
[19:05] <grogbot> <rsn8887> Thanks :/
[19:05] <grogbot> <SupSuper> i respect the dreamcasts. does that port still work? 😛
[19:06] <grogbot> <rsn8887> I also did this firmware mod so I can use all controllers on PC Switch etc. https://github.com/rsn8887/RetroAdapterMod/releases
[19:06] <grogbot> <rsn8887> I don't know. I was never very impressed with emulation and homebrew on DC.
[19:06] <grogbot> <rsn8887> I love my XBox classic for that. EmuXTRAS etc.
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[19:07] <grogbot> <rsn8887> Although nowadays, I prefer MiSTer, Switch and Vita for emulation, because the XBox Classic doesn't have HDMI.
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[19:07] <grogbot> <SupSuper> but seriously that's an impressive collection. i hope someday i actually have room for an obsessive collection of my own. not sure what yet though...
[19:07] <grogbot> <sluicebox> i'm impressed that you made labels!
[19:07] <grogbot> <rsn8887> Controllers are fun to collect. I use them a lot though, so they are not just sitting there.
[19:08] <grogbot> <sluicebox> i mean, i'm impressed with all of it, but i wish i had bins and labels for like anything
[19:08] <grogbot> <rsn8887> I made the labels because it became impossible to find something like "Where did I put that PS1 to PS3 adapter, and did I have two of those?"
[19:08] <grogbot> <sluicebox> i think i started out on the road to being someone who would make labels for things, not sure where i took the wrong turn
[19:09] <grogbot> <SupSuper> got a toy labeller as a kid? 😛
[19:10] <grogbot> <sluicebox> NOT ever getting labeller is probably where things went wrong
[19:10] <grogbot> <rsn8887> My wife Sarah bought the labeler to organize board games, that's when I realized I could use it.
[19:10] <grogbot> <rsn8887> I like my current desk, too how it has evolved, now with MiSTer on it 🙂
[19:10] <grogbot> <rsn8887> https://cdn.discordapp.com/attachments/581224061091446795/667445872224763924/unknown.png
[19:13] <grogbot> <rsn8887> I have a weird cheapo TV setup too
[19:13] <grogbot> <rsn8887> https://cdn.discordapp.com/attachments/581224061091446795/667446440230125568/unknown.png
[19:13] <grogbot> <rsn8887> To play vertical arcade games 🙂
[19:13] <grogbot> <rsn8887> I never used it anymore
[19:13] <grogbot> <sluicebox> YES
[19:13] <grogbot> <rsn8887> It was so much fun to play emulated Air Gallet on that vertical TV.
[19:14] <grogbot> <rsn8887> Most serious people get PVM, but I just went to a thrift store and bought two used TVs.
[19:14] <Scummette> [scummvm] lotharsm pushed 1 new commits to branch-2-1: https://git.io/JvTth
[19:14] <grogbot> <sluicebox> meanwhile i felt proud for digging out my nes this week to play tetris durning morning tea
[19:14] <grogbot> <sluicebox> UNTIL I SAW THIS
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[19:16] <grogbot> <sluicebox> so the only gadget i have that's anywhere near your level is i've got that nes PowerPack (i think that's the name?); the red cartridge that you can put a compact flash card full of roms into and run them on real hardware
[19:16] <grogbot> <rsn8887> I always wondered about those. I never got one. I heard there's a new one now for Atari Jaguar, even (!)
[19:17] <grogbot> <rsn8887> I wish I had never sold my Jaguar.
[19:17] <grogbot> <sluicebox> yes, there needs to be one of these for every platform
[19:17] <grogbot> <antoniou79> I found my old Nintendo "Snoopy Tennis" during the holidays at my parents house. It's currently my short-time obsession
[19:17] <grogbot> <rsn8887> I think there's even one for PS1 nowadays.
[19:18] <grogbot> <waltervn> I have an attic full of old consoles and home computers... but these days I'm so used to state saves and stuff like that, that it's hard to play them
[19:18] <Scummette> scummvm/branch-2-1 9eaf384 lotharsm: NEWS: Update German NEWS file
[19:19] <Scummette> [scummvm] lotharsm pushed 1 new commits to branch-2-1: https://git.io/JvTqq
[19:19] <Scummette> scummvm/branch-2-1 b32f347 lotharsm: I18N: Rebuild translation sources and data file
[19:19] <grogbot> <antoniou79> yeah, state saves are god sent
[19:20] <grogbot> <sluicebox> is that snoopy thing on here? checking...
[19:21] <grogbot> <sluicebox> https://cdn.discordapp.com/attachments/581224061091446795/667448571821555729/snoopy1.JPG
[19:21] <grogbot> <sluicebox> is this it?
[19:21] <grogbot> <sluicebox> https://cdn.discordapp.com/attachments/581224061091446795/667448639056117780/snoopy2.JPG
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[20:44] <grogbot> <Trembyle> I see that Maniac Mansion NES is supported. What are the chances of adding KQ5 NES? Does it use SCI at all?
[20:55] <grogbot> <sluicebox> it's not SCI; i would love to read something about the making of it
[20:56] <grogbot> <sluicebox> it runs on my nes!
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[21:04] <grogbot> <Trembyle> Trying to find details ... I don't see a lot out there. It was developed by Novotrade (of Ecco the Dolphin) and published by Konami.
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[21:06] <Strangerke> hi guys
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[21:12] <grogbot> <rootfather> hi Strangerke
[21:12] <Strangerke> hi rootfather :) What's up?
[21:13] <grogbot> <rootfather> nothing too special atm 😛
[21:13] <grogbot> <Strangerke> 🙂
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[22:16] <grogbot> <IlDucci> Greetings
[22:17] <grogbot> <IlDucci> I was interested in assisting with the Blade Runner Spanish transcription, I was told by Nate/praet79/stroggoff that there was other devs working on that here
[22:23] <grogbot> <antoniou79> hey, @IlDucci
[22:23] <grogbot> <antoniou79> we spoke on twitter
[22:24] <grogbot> <antoniou79> @GeekOB and @Hacha have stated interest to work on the subtitles.
[22:24] <grogbot> <antoniou79> Maybe they can provide more details about the status of the work
[22:26] <grogbot> <IlDucci> You told me about "two different approaches"...
[22:29] <grogbot> <GeekOB> I started working on translating the "Spain" spanish version
[22:30] <grogbot> <GeekOB> The captions match the spanish voices. I believe @Hacha wanted to work on spanish subtitles for the english voice tracks
[22:30] <grogbot> <IlDucci> So you're doing transcription then
[22:30] <grogbot> <IlDucci> And Hacha wants to do a retranslation/update
[22:32] <grogbot> <IlDucci> I wanted to support the transcription from the official dub
[22:34] <grogbot> <GeekOB> Spanish dub?
[22:34] <grogbot> <IlDucci> Yes
[22:35] <grogbot> <IlDucci> Is it really possible to duplicate the subtitles, though?
[22:35] <grogbot> <GeekOB> Sorry I don't understand what you mean by duplicate
[22:35] <grogbot> <IlDucci> I mean, is it really possible to do two subtitle tracks?
[22:37] <grogbot> <IlDucci> I'm asking because I've started redoing the subtitles timings to match the Spanish dub, but the subs for the intro's text crawl are pointless
[22:40] <grogbot> <GeekOB> Agree on that. I finished the whole intro
[22:41] <grogbot> <GeekOB> And yes... you do read the whole thing twice, but I guess the initial text can be omitted
[22:41] <grogbot> <GeekOB> I haven't had a lot of time to go past the runciter's scene
[22:42] <grogbot> <IlDucci> So far I did the whole intro as well, and also Eisenduller's death
[22:42] <grogbot> <IlDucci> Didn't do much because I was setting up the tools environment
[22:44] <grogbot> <IlDucci> I was scared when I heard "two approaches", but fortunately, this isn't what I was fearing
[22:44] <grogbot> <IlDucci> So... Do you need some extra hands? Have you settled on decisions for the Spanish texts?
[22:56] <grogbot> <GeekOB> Hey, more than happy to share. How did you do the work so far? Did you receive the spreadsheets from the scummvm team?
[22:56] <grogbot> <IlDucci> I found the links in the Github repo
[22:56] <grogbot> <IlDucci> For the resubtitling I'm using Aegisub, and then some macros to convert them to the Excel file
[22:56] <grogbot> <GeekOB> (Sorry to hijack the #general channel guys)
[22:57] <grogbot> <IlDucci> Should we go somewhere else?
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[23:02] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JvTZG
[23:02] <Scummette> scummvm/master 2ca83c0 sluicebox: SCI32: Fix SQ6 crash on displaying restore error msg
[23:02] <grogbot> <IlDucci> We're going to keep this conversation in private for now to stop bothering you guys
[23:02] <Scummette> [scummvm] sluicebox pushed 1 new commits to branch-2-1: https://git.io/JvTZZ
[23:02] <Scummette> scummvm/branch-2-1 5ca2cb2 sluicebox: SCI32: Fix SQ6 crash on displaying restore error msg
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[00:00] --- Fri Jan 17 2020