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[00:30] <Scummette> [scummvm] sev- closed pull request #2253: DIRECTOR: LINGO: Remove quirk handling from <> op (master...list-comp2) https://git.io/JfRPX
[00:30] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfRdR
[00:30] <Scummette> scummvm/master 631cbdc djsrv: DIRECTOR: LINGO: Remove quirk handling from <> op
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[01:21] <Scummette> [scummvm] OMGPizzaGuy opened pull request #2254: ULTIMA8: Even more custom type checking cleanup (master...u8_type_check_cleanup3) https://git.io/JfRbP
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[04:23] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/Jf0fz
[04:23] <Scummette> scummvm/master a11c026 digitall: DIRECTOR: LINGO: Try To Fix NDS Compilation Breakage
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[04:31] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jf0fp
[04:31] <Scummette> scummvm/master 1951196 dreammaster: ULTIMA4: Allow britain as an alias for britannia in goto cheat
[04:31] <Scummette> scummvm/master 05a2b67 dreammaster: ULTIMA4: Fix assert in ranged creature attacks check
[04:38] <grogbot> <ella> well, i've found the cause of the bug i found the other day
[04:38] <grogbot> <ella> now i need to figure out how to fix it.....
[04:39] <grogbot> <ella> oh maybe not
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[05:47] <grogbot> <ella> | (gdb) frame 1 | #1 0x01d7b93b in Common::File::eos (this=0x1688dfa0) at common/file.cpp:122 | 122 assert(_handle); | (gdb) p _handle | $8 = (Common::SeekableReadStream *) 0x0
[05:48] <grogbot> <SupSuper> looks like using a stream after it's already been freed?
[05:50] <grogbot> <ella> is there any way to break at a certain place if a variable has a specific value? i'm not that familiar with gdb, i'm only at the basics
[05:51] <grogbot> <ella> i basically want to break just before it tries to load the animation and make sure it actually does create the handler
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[06:10] <Lightkey> https://www.gog.com/promo/20200515_weekend_sale So much goodness.
[06:11] <grogbot> <rootfather> nice, I'm missing a few of the SCI games in my collection
[06:11] <grogbot> <rootfather> thanks!
[06:14] <Lightkey> Oh, does not even mention the theme for the sale, it's FMV.
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[06:17] <Lightkey> spookypeanut: All the Groovie games are innit, have you played The 13th Doll yet? ;-)
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[06:22] <grogbot> <ella> Looks like the _handle inside _file doesn't get initialized properly in this case - I set a breakpoint at the start of loading that animation and it's empty. Thoughts? > Common::File *_file = getSearchManager()->openFile(tmpFileName); > if (!_file) > error("Error opening %s", tmpFileName.c_str()); > > bool loaded = animation->loadStream(_file); > (gdb) p *_file > $3 = {<Common::SeekableReadStream> = {<Common::ReadStream>

[06:27] <grogbot> <spookypeanut> @Lightkey, ooh, thanks. I do have that (haven't played it yet...), but there's other stuff in that sale that I may need to nab!
[06:28] <grogbot> <spookypeanut> Wow, they're selling TLC now too
[06:32] <grogbot> <mduggan> it looks like there's a bit of a bug in Common::File *SearchManager::openFile because it makes a File *tmp then returns it without checking the result of tmp->open , so the only thing it's actually returning is whether or not it found a file to type and open.. that doesn't really tell you why "open" is failing of course..
[06:33] <grogbot> <SupSuper> because the file doesn't exist, presumably
[06:33] <grogbot> <ella> interesting, i've just managed to find that handler so lets step through it and see what it does
[06:33] <grogbot> <ella> @SupSuper it does, unless i've put it in the wrong spot
[06:34] <grogbot> <mduggan> @SupSuper it should exist, since the list of files it's looking through was only just enumerated earlier, but there may be some weird case sensitivity or permissions problem
[06:34] <grogbot> <SupSuper> yeah, file is always non-null. check what happens in SearchManager::openFile
[06:35] <grogbot> <ella> it looks like it's all sent to lower case before checking, so it shouldn't be case sensitivity
[06:35] <grogbot> <ella> could be permissions though
[06:35] <ScummBot> Port build status changed with a11c0263: Success: master-ds
[06:36] <grogbot> <SupSuper> @mduggan but you're right that the SearchManager is wrong, it should be returning NULL if the open fails, or at least that's what the engine expected
[06:36] <grogbot> <ella> i appreciate the feedback on the troubleshooting - i'm new to this level of troubleshooting of such a large program, so i appreciate the assists 😄
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[06:51] <Scummette> [scummvm] moralrecordings pushed 3 new commits to master: https://git.io/Jf0ka
[06:51] <Scummette> scummvm/master f8c5893 moralrecordings: DIRECTOR: LINGO: Fix updateStage to only re-render sprites
[06:51] <Scummette> scummvm/master 43465e3 moralrecordings: DIRECTOR: LINGO: Add debug for printing the call stack
[06:51] <Scummette> scummvm/master 45db238 moralrecordings: DIRECTOR: Check for file paths with FAT-incompatible symbols stripped
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[06:58] <grogbot> <ella> Okay, well SearchManager is finding the file and sending it to Common::Open but it's failing and i'm not sure why....
[06:59] <grogbot> <ella> it's failing at common/file.cpp:80
[06:59] <grogbot> <ella> i think ? 😛
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[07:36] <grogbot> <ella> > SeekableReadStream *FSDirectory::createReadStreamForMember(const String &name) const { > if (name.empty() || !_node.isDirectory()) > return nullptr; that's being entered with name._str = "g000d411.vob" which exists in the root of the game data directory, but failing that first check and is returning nullptr..... thoughts?
[07:39] <grogbot> <ella> (because _node.isDirectory() = false but i'm not sure why? whats _node?)
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[08:07] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/Jf0Lq
[08:07] <Scummette> scummvm/master 10978bd moralrecordings: DIRECTOR: LINGO: Debug improvements
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[08:19] <grogbot> <James W> Morning all
[08:19] <grogbot> <James W> In a random endeavour, this morning I am looking at the Simon the Sorcerer voice files...
[08:20] <grogbot> <James W> I believe I could clear up a lot of the compression artefacts that exist in the original file
[08:22] <grogbot> <James W> I will continue taking a look, but to do this ... I need the original audio data extracted as either wave or flac to edit... one long single file is fine, but if over multiple we would need to bring them back into a single file again.,... thoughts welcome
[08:23] <grogbot> <James W> @sev FYI
[08:26] <grogbot> <James W> https://1drv.ms/u/s!AqmjGcmHcmfWiZhDySQkvz0Rgph-tw?e=n9vE2P
[08:31] <grogbot> <sev> @ella print out the name before that check
[08:31] <grogbot> <sev> @ella then, go to an earlier point in code, where _node gets its value, and check against that name
[08:32] <grogbot> <sev> @ella thus you could try to understand what is wrong with it
[08:32] <grogbot> <sev> but these classes were so much tested, so I doubt that there is a bug in in, except of a super-weird corner case. Most probably, the bug is in the engine code
[08:33] <grogbot> <sev> what is the backtrace of the crash?
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[08:54] <grogbot> <ella> > #0 0x765b8091 in msvcrt!_assert () from C:\WINDOWS\System32\msvcrt.dll > #1 0x01d7b93b in Common::File::eos (this=0x25344308) at common/file.cpp:122 > #2 0x01c8fc68 in Video::MPEGPSDecoder::MPEGPSDemuxer::queueNextPacket ( > this=0x168d2c68) at video/mpegps_decoder.cpp:344 > #3 0x01c8f9c0 in Video::MPEGPSDecoder::MPEGPSDemuxer::loadStream ( > this=0x168d2c68, stream=0x25344308) at video/mpegps_decoder.cpp:260 > #4 0x01c8f202
[08:54] <grogbot> in Video::MPEGPSDecoder::loadStream (this=0x2531bdf0, > stream=0x25344308) at video/mpegps_decoder.cpp:66 > #5 0x01ba6853 in ZVision::ZVision::loadAnimation (this=0x254ee888, > fileName=...) at engines/zvision/video/video.cpp:66 > #6 0x01baa8f1 in ZVision::ActionStreamVideo::execute (this=0x168e1470) > at engines/zvision/scripting/actions.cpp:989 > #7 0x01b92cc9 in ZVision::ScriptManager::checkPuzzleCriteria ( > this=0x27f8aa40,
[08:54] <grogbot> puzzle=0x168e1288, counter=2) > at engines/zvision/scripting/script_manager.cpp:272 > #8 0x01b924b6 in ZVision::ScriptManager::execScope (this=0x27f8aa40, > scope=...) at engines/zvision/scripting/script_manager.cpp:114 > #9 0x01b92299 in ZVision::ScriptManager::update (this=0x27f8aa40, > deltaTimeMillis=33) at engines/zvision/scripting/script_manager.cpp:80 > #10 0x01b9a30e in ZVision::ZVision::run (this=0x254ee888) > at
[08:54] <grogbot> engines/zvision/zvision.cpp:338 > #11 0x00406af2 in runGame (plugin=0x14da3460, system=..., edebuglevels=...) > at base/main.cpp:292 > #12 0x00407d85 in scummvm_main (argc=1, argv=0x14ebbeb0) at base/main.cpp:559 > #13 0x00403e26 in SDL_main (argc=1, argv=0x14ebbeb0) > at backends/platform/sdl/win32/win32-main.cpp:71 > #14 0x00403d96 in WinMain@16 () > at backends/platform/sdl/win32/win32-main.cpp:54 > #15 0x0221ca3d in main (flags=1,
[08:54] <grogbot> cmdline=0x14ebbe90, inst=0x14eb1cc8) > at D:/mingwbuild/mingw-w64-crt-git/src/mingw-w64/mingw-w64-crt/crt/crt0_c.c:18
[08:55] <grogbot> <ella> That's the backtrace of the crash
[08:56] <grogbot> <sev> I see. Start with printing out file name in loadAnimation()
[08:57] <grogbot> <ella> tmpFileName->_str contains "g000d411.vob"
[08:58] <grogbot> <sev> and it is no null, because there is a check right above it. weird
[08:59] <grogbot> <ella> indeed. and in SearchManager::openFile it finds the file but it won't open the stream
[09:01] <grogbot> <sev> ah
[09:01] <grogbot> <sev> SearchManager is all custom thing
[09:01] <grogbot> <ella> that's taking a step back from loadAnimation to engines/zvision/video/video.cpp:60
[09:03] <grogbot> <ella> i've followed the chain of that open file call down to where i think the fault is located, in > SeekableReadStream *FSDirectory::createReadStreamForMember(const String &name) const { > if (name.empty() || !_node.isDirectory()) > return nullptr; - that function isn't returning a read stream for the mpeg file
[09:03] <grogbot> <sev> okay, go to file/search_manager.cpp:108
[09:03] <grogbot> <sev> and print out fit->_value.name
[09:03] <grogbot> <sev> and see, is the file with your name present
[09:04] <grogbot> <sev> and in fact, on line 110
[09:04] <grogbot> <sev> there should be check
[09:04] <grogbot> <sev> if (!tmp->open()) return NULL;
[09:04] <grogbot> <ella> hang 10, i'm just loading that up. i think i checked that and it's finding the file in the iterator but won't open it
[09:05] <grogbot> <sev> ah, I see
[09:06] <grogbot> <sev> file list comes from line 217
[09:06] <grogbot> <ella> engines/zvision/file/search_manager.cpp:108 is being called with the correct filename, but that call is returning a null value
[09:06] <grogbot> <sev> which is just read from a ZIX file
[09:06] <grogbot> <sev> it never checks the files for being opened
[09:06] <grogbot> <ella> (thanks for helping by the way, this is good practice for me 😄 )
[09:07] <grogbot> <sev> let me clarify again. the file with that name exists in the game directory, right?
[09:07] <grogbot> <ella> yep it does, it's a file in the root of the game directory
[09:08] <grogbot> <ella> and i've renamed it by moving it in command line and hand typing the filename, so there's no hidden characters in the name
[09:08] <grogbot> <ella> and i can open it
[09:08] <grogbot> <sev> okay, put a check on line 110
[09:09] <grogbot> <ella> out of interest - I'm sure this isnt the bug because it would've been found before now - why is fit used as a pointer as well as a pointer of a pointer? (fit-> and *fit->?) tmp->open(fit->_value.name, *fit->_value.arch);
[09:11] <grogbot> <sev> because struct Node { Common::String name; Common::Archive *arch; }; and you open() needs bool Common::File::open(const Common::String &filename, Common::Archive &archive)
[09:11] <grogbot> <sev> thus, it must dereference arch pointer
[09:11] <grogbot> <ella> ahhhhh gotcha
[09:13] <grogbot> <sev> what could also happen, judging by this line, is that file exists in another archive
[09:13] <grogbot> <sev> did you try to add the check? does it get triggered?
[09:14] <grogbot> <ella> what am i checking, sorry?
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[09:33] <grogbot> <ella> I'm probably going on a completely stupid tangent, but surely I should be able to check if the archive has the file? I put a breakpoint on the addFile function for this specific vod, and when I try and check the arch that supposedly has the file, i get a segfault....? > (gdb) p arch->hasFile(name) > > Thread 1 received signal SIGSEGV, Segmentation fault. > 0x01d7c7e8 in Common::FSNode::isDirectory (this=0x254f608c) > at
[09:33] <grogbot> common/fs.cpp:117 > 117 return _realNode && _realNode->isDirectory();
[09:52] <grogbot> <ella> okay, well i've fixed it
[09:52] <grogbot> <ella> although i'm not sure why
[09:53] <grogbot> <sev> I was telling above:
[09:54] <grogbot> <sev> okay, go to file/search_manager.cpp:108 and print out fit->_value.name and see, is the file with your name present and in fact, on line 110 there should be check if (!tmp->isOpen()) return NULL;
[09:54] <grogbot> <ella> I ignored what the wiki said about creating the game folder and left that one file in the eng_mpeg folder, rather than putting it in the root. not sure why that made a difference, since the other videos ran fine when located in the game root directory...
[09:54] <grogbot> <ella> oh, gotcha. fit->_value.name does contain my filename
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[10:07] <grogbot> <ella> but tmp doesnt open the file
[10:07] <grogbot> <ella> i guess because it's supposed to be in an eng_mpeg folder, but that's not what the wiki says
[10:18] <grogbot> <Henke37> @James W how exactly do you propose to do that?
[10:19] <grogbot> <James W> @Henke37 do what exactly?
[10:19] <grogbot> <Henke37> the whole compression removal
[10:19] <grogbot> <Henke37> or as you put it, "clear up"
[10:21] <grogbot> <James W> Noise removal, eq adjustments
[10:21] <grogbot> <Henke37> go on.
[10:21] <grogbot> <James W> I've added a quick test above on onedrive
[10:22] <grogbot> <Henke37> for people who can't be bothered downloading things, what's the methodology here? do it by ear manually?
[10:22] <grogbot> <James W> I'll remaster a few with defined values and then batch convert the rest to match
[10:22] <grogbot> <James W> I'm doing it by ear to start with
[10:23] <grogbot> <James W> To remove compression noise in the originals
[10:23] <grogbot> <James W> And regain some of the eq level back
[10:23] <grogbot> <James W> My first run has been quite straightforward but need the files
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[11:40] <grogbot> <rzil> I see the problem now, it because I made the tools with python2, they need python 2 to run, I am now fixing it so it will work well on python3 (in the meantime it can be run with python2)
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[11:51] <Scummette> [scummvm] yuv422 pushed 1 new commits to master: https://git.io/Jf0O6
[11:51] <Scummette> scummvm/master 509a71a yuv422: DRAGONS: Fixed handling of inventory logic when combining items
[12:04] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/Jf03k
[12:04] <Scummette> scummvm/master ebf9a98 moralrecordings: DIRECTOR: LINGO: Fix c_not
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[16:24] <Scummette> [scummvm] moralrecordings pushed 4 new commits to master: https://git.io/Jf0Wx
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[18:09] <Scummette> scummvm/master 522a916 moralrecordings: DIRECTOR: LINGO: Implement b_put
[18:09] <Scummette> scummvm/master d8cbadd moralrecordings: DIRECTOR: Invert sound looping bit
[18:09] <Scummette> scummvm/master 00de545 moralrecordings: DIRECTOR: LINGO: Reverse arguments to b_put
[18:09] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jf0Bg
[18:09] <Scummette> scummvm/master 62847bc dreammaster: ULTIMA4: Location debugger command now allows specifying new position
[18:09] <Scummette> scummvm/master f759c87 dreammaster: ULTIMA4: Fix image display during endgame quiz
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[20:35] <grogbot> <sev> time to merge Petka engine
[20:35] <dreammaster> Cool :)
[20:35] <Scummette> [scummvm] sev- closed pull request #1823: Red Comrades Engine (master...petka) https://git.io/fjAYh
[20:36] <Scummette> [scummvm] sev- pushed 153 new commits to master: https://git.io/Jf0z2
[20:36] <Scummette> scummvm/master 32dd96e whiterandrek: PETKA: Initial engine commit
[20:36] <Scummette> scummvm/master 46c5784 whiterandrek: PETKA: implemented file manager
[20:36] <Scummette> scummvm/master e83c69b whiterandrek: PETKA: simplified loading stores
[20:36] <grogbot> <sev> whiterandrek is back to work and wants to finish it
[20:37] <grogbot> <sev> okay, it broke right away 😄
[20:38] <dreammaster> Hopefully it'll be easy to fix, then
[20:39] <grogbot> <Henke37> i will do a msvc build right away to see how noisy this one is.
[20:40] <grogbot> <sev> fixed
[20:41] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf0zM
[20:41] <Scummette> scummvm/master e153540 sev-: PETKA: Fix compilation
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[20:49] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/Jf0gJ
[20:49] <Scummette> scummvm/master 18779dd sev-: PETKA: Added override keywords
[20:49] <Scummette> scummvm/master 1491484 sev-: PETKA: Fix warnings
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[20:49] <grogbot> <sev> now it is clean
[20:50] <grogbot> <sev> ah, not yet
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[20:55] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf0g3
[20:55] <Scummette> scummvm/master 8ac07e4 sev-: PETKA: Fix more warnings
[21:11] <grogbot> <Henke37> indeed. it's not clean yet. https://pastebin.com/amSuuLnM
[21:12] <ScummBot> Port build status changed with 158a18b4: Failure: master-android_x86, master-3ds, master-amigaos4, master-psp2full, master-android_x86_64, master-wii, master-mingw-w32, master-ps3, master-android_arm_v7a, master-mingw-w64-cplusplus11, master-dc, master-psp2, master-gamecube, master-osx_x64, master-dc-serial, master-mingw-w64, master-android_arm64, master-switch
[21:15] <Scummette> [scummvm] henke37 opened pull request #2255: PETKA: Flag demo as demo (master...petkaDemoFix) https://git.io/Jf0gF
[21:18] <grogbot> <sev> oh
[21:19] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf02e
[21:19] <Scummette> scummvm/master 6e4d9eb sev-: PETKA: Engine is dependent on freetype2
[21:21] <Scummette> [scummvm] sev- closed pull request #2255: PETKA: Flag demo as demo (master...petkaDemoFix) https://git.io/Jf0gF
[21:21] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf02I
[21:21] <Scummette> scummvm/master 21f43a2 henke37: PETKA: Flag demo as demo
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[21:27] <grogbot> <Henke37> i see a dolly. cpp } // End of namespace Pink
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[21:55] <Scummette> [scummvm] lolbot-iichan opened pull request #2256: WINTERMUTE: Support Foxtail 1.2.902.4379 (master...wme_foxtail_1_2_902) https://git.io/Jf02h
[21:57] <Scummette> [scummvm] henke37 opened pull request #2257: PETKA: Engine doesn't use midi, mark the games as such (master...petkaNoMidi) https://git.io/Jf0aJ
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[22:03] <grogbot> <sev> yay
[22:05] <Scummette> [scummvm] sev- closed pull request #2257: PETKA: Engine doesn't use midi, mark the games as such (master...petkaNoMidi) https://git.io/Jf0aJ
[22:05] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf0aB
[22:05] <Scummette> scummvm/master a939621 henke37: PETKA: Engine doesn't use midi, mark the games as such
[22:10] <ScummBot> Port build status changed with 8ac07e4b: Success: master-3ds, master-amigaos4, master-psp2full, master-mingw-w32, master-ps3, master-mingw-w64-cplusplus11, master-psp2, master-mingw-w64, master-switch
[22:13] <Scummette> [scummvm] lolbot-iichan closed pull request #2256: WINTERMUTE: Support Foxtail 1.2.902.4379 (master...wme_foxtail_1_2_902) https://git.io/Jf02h
[22:13] <Scummette> [scummvm] lolbot-iichan pushed 1 new commits to master: https://git.io/Jf0a1
[22:13] <Scummette> scummvm/master 01eb55b lolbot-iichan: WINTERMUTE: Support Foxtail 1.2.902.4379 (#2256)
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[22:30] <ScummBot> Port build status changed with a9396211: Success: master-android_x86
[22:55] <Scummette> [scummvm] henke37 opened pull request #2258: Petka: Fix copy and paste errors in comments (master...petkaDepinkification) https://git.io/Jf0VQ
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[23:09] <ScummBot> Port build status changed with a9396211: Success: master-android_x86_64, master-wii, master-android_arm_v7a, master-dc
[23:30] <Scummette> [scummvm] criezy closed pull request #2258: Petka: Fix copy and paste errors in comments (master...petkaDepinkification) https://git.io/Jf0VQ
[23:30] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/Jf0wM
[23:30] <Scummette> scummvm/master 9046050 henke37: Petka: Fix copy and paste errors in comments
[23:37] <ScummBot> Port build status changed with a9396211: Success: master-gamecube, master-osx_x64, master-dc-serial, master-android_arm64
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[23:55] <akaWolf> does someone want to reverse Lost Vikings? =)
[23:57] <dreammaster> Nah. If I was going to reverse a non-Adventure/RPG, my choice would be Cadaver by the Bitmap Brothers. That was a fun game, and the physics was cool. In some places I was able to bypass puzzles by creating a staircase of items to get past obstacles. :)
[00:00] --- Sun May 17 2020