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[00:14] <Scummette> [scummvm] einstein95 opened pull request #4016: MTROPOLIS: Add detection for Obsidian demos, support for Mac, preliminary support for PC (master...mtrop) https://is.gd/gs7dOi
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[01:18] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://is.gd/CKAn6D
[01:18] <Scummette> scummvm/master 63cef72 criezy: COMMON: Fix mapped events being dispatched twice
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[02:08] <Scummette> [scummvm] elasota opened pull request #4017: COMMON: Add string encoding API with more informative error behavior (master...text-encoding-errors) https://is.gd/ttm1fb
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[05:39] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/MyHeqh
[05:39] <Scummette> scummvm/master 763cf46 aquadran: GRIM: Put imuse warnings into debug channels
[06:08] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/hWOcJI
[06:08] <Scummette> scummvm/master e9dc4af aquadran: BACKENDS: SDL3D: Put debug messages to specified level
[06:42] <grogbot> <Thunderforge> ScummVM skips the most tedious puzzle in Putt-Putt Travels Through Time. Bug or feature? 😄
[06:42] <grogbot> <Thunderforge> https://cdn.discordapp.com/attachments/581224061091446795/987970713619148840/Teleporter_Puzzle.gif
[06:44] <grogbot> <Thunderforge> I guess since it's not how the original game worked, I should file a bug report. Kids should suffer through it just like I did back in the day!
[06:44] <grogbot> <Thunderforge> https://bugs.scummvm.org/ticket/13589
[07:02] <grogbot> <Thunderforge> Turns out the above bug is a regression. It doesn't happen in the Steam release bundled with ScummVM 2.1.0.
[07:10] <grogbot> <eientei> regression or the devs granting forgiveness
[07:28] <Scummette> [scummvm] aquadran pushed 1 new commits to branch-2-6: https://is.gd/OaOaYd
[07:28] <Scummette> scummvm/branch-2-6 8c33fce aquadran: GRIM: Restore LUA W/A for release. It might still needed for old save games.
[07:28] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to branch-2-6: https://is.gd/0QcHBz
[07:28] <Scummette> scummvm/branch-2-6 34eef2c : I18N: Update translation files
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[08:42] <grogbot> <Bosca> so... this was hidden in the executable code apparently 🙂
[08:42] <grogbot> <Bosca> https://cdn.discordapp.com/attachments/581224061091446795/988000857947783188/unknown.png
[08:43] <grogbot> <mr.nostalgia> hello i creat this rom to sky roads wite help from dos box did anyone now how can i creat this for windows game like simon or monkey island or compedia games https://youtu.be/yqP9qEZmVcw
[09:14] <ScummBot> Build [#267](https://buildbot.scummvm.org/#builders/159/builds/267) of `daily-master` completed successfully.
[09:26] <Scummette> [scummvm] neuromancer pushed 5 new commits to master: https://is.gd/1UzaD8
[09:26] <Scummette> scummvm/master 01db683 neuromancer: HYPNO: count used lives in boyz
[09:26] <Scummette> scummvm/master a09603a neuromancer: HYPNO: refactor arcade stats code and added final score in boyz
[09:26] <Scummette> scummvm/master 1ffae9b neuromancer: HYPNO: improved friendlies encounters counting in boyz
[09:34] <grogbot> <gu3> In the Sinixster Six Spider-man game demo, there is this awesome menu which is unused:
[09:34] <grogbot> <gu3> https://cdn.discordapp.com/attachments/581224061091446795/988013815536951316/unknown.png
[10:08] <grogbot> <gwlegion-fr> hi ... got a problem ... i want to run lost eden on ps vita
[10:09] <grogbot> <gwlegion-fr> tell me there is no engine for this game
[10:10] <grogbot> <sev> It is not stable. You just use daily unstable builds (master)
[10:12] <grogbot> <gwlegion-fr> installed the last one
[10:12] <grogbot> <gwlegion-fr> 8fcc9d25
[10:12] <grogbot> <gwlegion-fr> ScummVM stable Future 2.6.x
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[10:19] <grogbot> <gwlegion-fr> any idea ?
[10:20] <grogbot> <sev> Is cryo engine compiled in?
[10:20] <grogbot> <gwlegion-fr> don't know ..
[10:20] <grogbot> <sev> See in About box
[10:21] <grogbot> <sev> If it is, check if the game is recognised on your desktop ScummVM
[10:22] <grogbot> <gwlegion-fr> only cryomni3D
[10:23] <grogbot> <sev> Wait
[10:23] <grogbot> <sev> Stable
[10:24] <grogbot> <sev> I said, you need unstable
[10:24] <grogbot> <sev> Must be 2.7.0
[10:25] <grogbot> <gwlegion-fr> ScummVM latest Branch master ?
[10:26] <grogbot> <gwlegion-fr> https://cdn.discordapp.com/attachments/581224061091446795/988026882442297384/unknown.png
[10:26] <grogbot> <gwlegion-fr> got no "unstable"
[10:31] <grogbot> <sev> Master
[10:34] <grogbot> <gwlegion-fr> ok, trying
[10:36] <grogbot> <gwlegion-fr> crash at start
[10:45] <grogbot> <gwlegion-fr> another idea ?
[11:43] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/0zBUJc
[11:43] <Scummette> scummvm/master 8c1a2e7 aquadran: GRIM: Added comments to LUA opcode SetActorFrustrumCull
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[12:40] <Scummette> [scummvm] neuromancer pushed 3 new commits to master: https://is.gd/Hhz2FV
[12:40] <Scummette> scummvm/master 0ada4b6 neuromancer: HYPNO: boyz is in testing
[12:40] <Scummette> scummvm/master ca858c2 neuromancer: HYPNO: missing hostage video in boyz
[12:40] <Scummette> scummvm/master 794c07c neuromancer: HYPNO: removed unused objectives from level c352 in boyz
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[13:46] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/9iOLfp
[13:46] <Scummette> scummvm/master 598ebde aquadran: GRIM: Added comments to LUA opcodes: 'SetActorClipPlane' and 'SetActorClipActive'
[13:46] <grogbot> <Thunderforge> Crash at start of ScummVM or at start of loading the game?
[13:47] <grogbot> <gwlegion-fr> at start of scumm vm
[13:49] <grogbot> <Thunderforge> Are you following the instructions at https://docs.scummvm.org/en/v2.5.1/other_platforms/playstation_vita.html
[13:49] <grogbot> <gwlegion-fr> scummvm run good with ScummVM stable Future 2.6.x 8fcc9d25
[13:50] <grogbot> <gwlegion-fr> only last unstable version ( ScummVM latest Branch master 63cef724)
[13:50] <grogbot> <gwlegion-fr> crash
[13:51] <grogbot> <Thunderforge> 2.6.0 is not the one you want. It should be 2.7.0, which comes from master
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[13:52] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/7tIB6Z
[13:52] <Scummette> scummvm/master a6defb0 aquadran: NEWS: Janitorial
[13:52] <grogbot> <Thunderforge> Oh I understand the problem now. 2.6.0 starts up, but doesnt have Lost Eden support. 2.7.0 (master) has Lost Eden support, but is failing to start up.
[13:53] <grogbot> <gwlegion-fr> and ... i'm not sure about lost eden support with 2.7.0 ... but we'll see if we make it run
[13:57] <grogbot> <Thunderforge> @rsn8887 Looks like you have contributed to the PSP code in the past. Would you be able to help out @gwlegion-fr figure out why the 2.6.0 version works but the master version crashes on startup?
[13:57] <grogbot> <gwlegion-fr> if i can help, i will ... no problem. but i'm not a dev, i can only make test on my vita
[13:58] <grogbot> <gwlegion-fr> i have an idea ... in a try, i've copied manually the engine in my vita ... maybe that interfere with the installation of 2.7.0
[14:00] <grogbot> <rsn8887> The unstable 2.7 build on Vita probably crashes on startup because the executable has grown too large. I will check it later today.
[14:00] <grogbot> <Thunderforge> Can you try doing an install without that copy and see if you can start up?
[14:00] <grogbot> <gwlegion-fr> i'm searching for it ... can you tell me where are the engine files ?
[14:01] <grogbot> <Thunderforge> Sorry, I misunderstood what you were saying. I thought you were adding something special
[14:01] <grogbot> <gwlegion-fr> i can also check the logs
[14:01] <grogbot> <gwlegion-fr> reinstalling the master
[14:02] <grogbot> <Thunderforge> Hopefully that explains it
[14:02] <grogbot> <ccawley2011> The Vita builds on the buildbot are already disabling all of the unstable engines, so it's likely that that's part of what's wrong.
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[15:03] <grogbot> <rsn8887> No, not at the moment
[15:03] <grogbot> <rsn8887> But the release builds will do that, since I build them myself. The buildbot is only for testing.
[15:05] <grogbot> <rsn8887> There's no need a regular user should ever play any unstable engine I think.
[15:23] <grogbot> <rsn8887> I think I found a way for the buildbot to do it 🙂
[15:28] <grogbot> <rsn8887> I am making "unstable_engines" and "other_engines" builds for you to test now.
[15:29] <Scummette> [scummvm] ccawley2011 opened pull request #4018: ULTIMA8: Avoid internal compiler error on RISC OS with -O2 and -mfpu=vfp (master...ultima8-riscos-ice) https://is.gd/sOZKIb
[15:37] <grogbot> <gwlegion-fr> could you make the 3 set ? general / unstable / missing
[15:38] <grogbot> <rsn8887> Yeah
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[15:53] <grogbot> <rsn8887> I will update the buildbot config to automatically generate 3 builds, but first I am making three that you can test.
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[15:54] <grogbot> <gwlegion-fr> one problem : got many games to test general, at least one game to test unstable, but got no games under missing
[15:54] <grogbot> <rsn8887> Ok I can test here as well.
[15:58] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://is.gd/w0Vi4x
[15:58] <Scummette> scummvm/master fe36604 rsn8887: BACKENDS: (PSP2) support three co-existing builds
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[16:18] <Scummette> [scummvm] ccawley2011 opened pull request #4019: RISCOS: Increase the optimization level (master...riscos-opt) https://is.gd/VUb031
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[16:29] <Scummette> [scummvm] rsn8887 pushed 1 new commits to branch-2-6: https://is.gd/LJHYXB
[16:29] <Scummette> scummvm/branch-2-6 2288c96 rsn8887: BACKENDS: (PSP2) support three co-existing builds
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[17:08] <grogbot> <rsn8887> @gwlegion-fr The buildbot has been updated. It will start to build three versions, starting with the next daily build (hopefully it will go through without issues). I also uploaded a test build which only includes the unstable engines, based on latest master, here: https://files.coolatoms.org/scummvm-unstable-engines.vpk
[17:09] <grogbot> <gwlegion-fr> do you have disabled unstable engines in general ?
[17:09] <grogbot> <rsn8887> Yes because of memory constraints.
[17:09] <grogbot> <gwlegion-fr> just to be sure general will work in the next daily build
[17:10] <grogbot> <rsn8887> general build always includes all stable engines minus bladerunner,glk,stark,myst3,grim,titanic,wintermute, and tsage.
[17:10] <grogbot> <gwlegion-fr> lest version of general was not running
[17:11] <grogbot> <rsn8887> Probably need to disable another engine.
[17:12] <grogbot> <gwlegion-fr> testing unstable with lost eden
[17:12] <grogbot> <gwlegion-fr> in french
[17:12] <grogbot> <gwlegion-fr> tactile is weird
[17:13] <grogbot> <rsn8887> I wonder which large engine was added in 2.7 that causes memory to run out again.
[17:13] <grogbot> <gwlegion-fr> and transitions don't work
[17:13] <grogbot> <rsn8887> Well it is unstable...
[17:14] <grogbot> <gwlegion-fr> yes, i know 😉
[17:14] <grogbot> <rsn8887> So bugs are probably expected 🙂
[17:15] <grogbot> <gwlegion-fr> about general think another engine must be moved to other engines .
[17:15] <grogbot> <gwlegion-fr> is there a way to dinamically load engines from a "pool" ?
[17:16] <grogbot> <rsn8887> Not at the moment because Vita doesn't support dll loading like Windows does.
[17:17] <grogbot> <rsn8887> Since when has Last Express been stable?!?!
[17:17] <grogbot> <rsn8887> https://wiki.scummvm.org/index.php/The_Last_Express
[17:17] <grogbot> <gwlegion-fr> my idea : start with minimal engines loaded, and have a menu to select wich engines must be loaded at start ... so everyone can have used engines loaded ... and if missing memory can start the application, unload an engine, load the right one, restart and play the wanted game
[17:18] <grogbot> <gwlegion-fr> (i know it's a big modification... )
[17:19] <grogbot> <rsn8887> If you understand linker scripts and how to implement dynamic loading on Vita platform, be my guest. For me this stuff is gibberish. It works on PSP, but needs something like this written for Vita: https://github.com/scummvm/scummvm/blob/master/backends/plugins/psp/plugin.ld (this is the psp version, I have no clues about that stuff).
[17:20] <grogbot> <rsn8887> Also Vita probably has some more hoops, because you can't just executer any piece of memory (it has ASLR and all kinds of modern security stuff).
[17:23] <grogbot> <gwlegion-fr> nevertheless, thank you very much for your hard work !
[17:30] <grogbot> <rsn8887> Thank you for testing and alerting me to the problem 🙂
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[17:39] <grogbot> <rsn8887> Ok I moved AGS engine from regular Vita build to "Other Engines" Vita build... it should all work again on next buildbot dailies.
[17:40] <grogbot> <rsn8887> Finally there's a way for Vita users to consistently test all engines, because there will be those separate buildbot builds now.
[17:45] <grogbot> <rsn8887> It would be cool if the game entries in the games list automatically turned gray if the engines was missing in the build.
[17:45] <grogbot> <rsn8887> Currently, it seems they turn gray, but only if game files are missing?!?
[17:46] <Scummette> [scummvm] bluegr closed pull request #4008: SCI: (SCI1+) - improve channel sound flag handling (master...sci-bugfix) https://is.gd/CsECKI
[17:46] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/Yqs8Cr
[17:46] <Scummette> scummvm/master f968191 athrxx: SCI: (SCI1+) - improve channel sound flag handling
[17:48] <grogbot> <ccawley2011> I think we used to have that briefly, but that was from before detection was split from meta engines, so it took a really long time to check this when using dynamic plugins.
[17:49] <grogbot> <ccawley2011> It might still be a problem, since being built with detection for an engine doesn't necessarily mean that a build has the engine itself, so it would still be necessary to scan through every plugin.
[17:51] <Scummette> [scummvm] bluegr closed pull request #3940: HYPNO: Reduce memory usage when opening .lib archives (master...hypno-libfile) https://is.gd/epBBNo
[17:51] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/FuXjtM
[17:51] <Scummette> scummvm/master caba912 ccawley2011: HYPNO: Reduce memory usage when opening .lib archives
[17:51] <grogbot> <rsn8887> It seems it builds my Vita build with detection for each engine, but without the engine? Is that correct?
[17:52] <grogbot> <rsn8887> These types of files are included, even if the engine is excluded: engines/stark/detection.o
[17:53] <grogbot> <rsn8887> I suspect if I could exclude those, maybe the games with no engines might turn gray.
[17:53] <grogbot> <ccawley2011> You can disable that with --disable-detection-full, but I wouldn't recommend that if you're planning on using split builds.
[17:55] <grogbot> <ccawley2011> Essentially, full detection means that you can add games regardless of if the engine is enabled or not, you just won't be able to launch it or (in some cases) change the options.
[17:55] <grogbot> <rsn8887> I see.
[17:56] <grogbot> <ccawley2011> It's useful when you want to use mass detection, as that way you don't have to run it multiple times to add all games when the build is split over multiple executables.
[17:56] <grogbot> <rsn8887> Yes. It would be extra cool if the games could all be added say in build 1, but then they also automatically turn gray if this particular build happens to not be able to run them 🙂
[17:57] <grogbot> <rsn8887> Then the user would know to switch over to the other exe for the gray games.
[17:58] <grogbot> <SupSuper> make a launcher of launchers 😄
[17:59] <grogbot> <rsn8887> I need that on my Steamdeck as well... I have Heroic, Lutris, Steam lol.
[17:59] <Scummette> [scummvm] bluegr closed pull request #3983: SCUMM: Fix Kerner's text mentioning the wrong person in New York (master...fix/scumm-indy4-backport-fixed-talkie-kerner-line-from-macintosh-release) https://is.gd/JqCfOf
[17:59] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/kQsZxb
[17:59] <Scummette> scummvm/master 06edf3d dwatteau: SCUMM: Fix Kerner's text not matching his voice in New York
[18:00] <grogbot> <ccawley2011> The main caveat is that scanning through all plugins can take ages on platforms with slow file I/O, and doesn't report anything to the user while it's doing that, so that's not something that we'd want to do too regularly.
[18:01] <grogbot> <rsn8887> Ok.
[18:01] <grogbot> <rsn8887> I think the PSP even used to crash when scanning through plugins with all engines, it took 5 minutes, then crash. The new detection has fixed that.
[18:13] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/bZztT5
[18:13] <Scummette> scummvm/master 4053592 aquadran: PS3: Handle platform specific features
[18:14] <Scummette> [scummvm] aquadran pushed 1 new commits to branch-2-6: https://is.gd/PZhNKN
[18:14] <Scummette> scummvm/branch-2-6 be98581 aquadran: PS3: Handle platform specific features
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[19:06] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/AdtSyE
[19:06] <Scummette> scummvm/master b0088b5 aquadran: DEVTOOLS: Fixed compiler warning
[19:18] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/5h7n0H
[19:18] <Scummette> scummvm/master bb45dcc dreammaster: CHEWY: Fix endless loop at start of room 0 feeding
[19:19] <Scummette> [scummvm] dreammaster pushed 1 new commits to branch-2-6: https://is.gd/xOdEX4
[19:19] <Scummette> scummvm/branch-2-6 ff94186 dreammaster: CHEWY: Fix endless loop at start of room 0 feeding
[19:43] <grogbot> <Quinn (they/them) 🇬🇧> You wouldn't! 🤣
[19:50] <Scummette> [scummvm] criezy pushed 8 new commits to master: https://is.gd/jBv1OJ
[19:50] <Scummette> scummvm/master 8840481 criezy: AGS: Replaced freadstring/fwritestring with safer StrUtil functions
[19:50] <Scummette> scummvm/master 2c7d51c criezy: AGS: Replaced EnginePlugin's filename from char array to String
[19:50] <Scummette> scummvm/master 8d36266 criezy: AGS: Replaced strcpy with snprintf in old string API impls
[20:01] <Scummette> [scummvm] criezy pushed 12 new commits to branch-2-6: https://is.gd/43yyFA
[20:01] <Scummette> scummvm/branch-2-6 f1ba20c criezy: AGS: Fixes for MemoryStream: proper seek support for writing mode
[20:01] <Scummette> scummvm/branch-2-6 ffefd81 criezy: AGS: Refactored do_conversation()
[20:01] <Scummette> scummvm/branch-2-6 006b96c criezy: AGS: Fixed renderer error if room backgrounds are of different size
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[21:25] <Scummette> [scummvm] bluegr closed pull request #4003: GLK: ADRIFT: Avoid internal compiler error on RISC OS with -O3 (master...adrift-riscos-ice) https://is.gd/deOGMg
[21:25] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/aoKBKl
[21:25] <Scummette> scummvm/master 088f1ae ccawley2011: GLK: ADRIFT: Avoid internal compiler error on RISC OS with -O3
[21:29] <Scummette> [scummvm] bluegr closed pull request #4018: ULTIMA8: Avoid internal compiler error on RISC OS with -O2 and -mfpu=vfp (master...ultima8-riscos-ice) https://is.gd/sOZKIb
[21:29] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/gRTMO5
[21:29] <Scummette> scummvm/master 5a5eb78 ccawley2011: ULTIMA8: Avoid internal compiler error on RISC OS with -O2 and -mfpu=vfp
[21:30] <Scummette> [scummvm] bluegr closed pull request #4019: RISCOS: Increase the optimization level (master...riscos-opt) https://is.gd/VUb031
[21:30] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/plKJRj
[21:30] <Scummette> scummvm/master ea7a15a ccawley2011: RISCOS: Increase the optimization level
[21:33] <Scummette> [scummvm] ccawley2011 pushed 3 new commits to branch-2-6: https://is.gd/DsR4Ki
[21:33] <Scummette> scummvm/branch-2-6 4321dd5 ccawley2011: GLK: ADRIFT: Avoid internal compiler error on RISC OS with -O3
[21:33] <Scummette> scummvm/branch-2-6 21c410b ccawley2011: ULTIMA8: Avoid internal compiler error on RISC OS with -O2 and -mfpu=vfp
[21:33] <Scummette> scummvm/branch-2-6 c6cd23d ccawley2011: RISCOS: Increase the optimization level
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[22:13] <grogbot> <retroP> I tried to extract Indy3 (using scummrp), but there are no fonts 😦 Does it mean it is using some kind of default fonts?
[22:14] <Scummette> [scummvm] neuromancer pushed 3 new commits to master: https://is.gd/w3Ukt9
[22:14] <Scummette> scummvm/master 427a093 neuromancer: HYPNO: fixed video sequence at the end of level c33 in boyz
[22:14] <Scummette> scummvm/master d964694 neuromancer: HYPNO: corrected level pointers of flashback mode in boyz
[22:14] <Scummette> scummvm/master 29e4b87 neuromancer: HYPNO: fixed transition to correctly run the last level of boyz
[22:14] <grogbot> <retroP> Or is it hardcoded in exe? For Indy4 I was able to find CHAR (font) in game data.
[22:17] <grogbot> <retroP> looking at https://wiki.scummvm.org/index.php/SCUMM/Technical_Reference/Charset_resources it seems so
[22:19] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/SFWBQB
[22:19] <Scummette> scummvm/master 78d4217 aquadran: MATH: Janitorial
[22:21] <grogbot> <sev> actually, fonts starting from Indy3 (SCUMM v3) are stored in rtCharset resource
[22:22] <grogbot> <dwa> @retroP use scummfont on the later 9*.LFL files
[22:23] <grogbot> <dwa> scummfont o 98.LFL 98.bmp scummfont o 99.LFL 99.bmp
[22:25] <grogbot> <retroP> @dwa thanks, that's exactly I'm looking for
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[22:25] <grogbot> <dwa> np, I've wrote a small FAQ here https://github.com/dwatteau/scummtr/blob/main/FAQ.md
[22:26] <grogbot> <dwa> please don't hesitate pinging me or opening a Github discussion/issue there if you have any question
[22:26] <grogbot> <retroP> I'm working on translation of Indy4 with special 🇨🇿 characters. Somebody did already Indy3 so I'm looking if it is possible reuse that font.
[22:26] <grogbot> <retroP> I went thru that FAQ already. 💪
[22:29] <grogbot> <retroP> hmm, it seems font has different size
[22:29] <grogbot> <retroP> so custom will be needed
[22:29] <grogbot> <dwa> yeah doing your own font is a bit tedious, but feasible. the basic idea is to follow a DOS codepage for your target language
[22:29] <grogbot> <retroP> yup
[22:30] <grogbot> <retroP> 852 codepage here 🙏
[22:30] <grogbot> <dwa> but I'd suggest continuing this discussing in the offtopic chanel of through PMs if you're fine with this. so that we too send too many notifications to the main channel
[22:31] <grogbot> <retroP> Actually that's all I needed. Thanks for you help. I'll continue in offtopic for other questions later if needed.
[22:31] <grogbot> <dwa> alright, good luck! and watch out for the poor .bmp support in scummfont. You need to use Gimp or an old MS Paint if you don't want it to be rejected the manual page gives a bit more details about this
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[22:53] <grogbot> <ner0> does ScummVM use a single implementation to stream Vorbis files for every engine?
[22:54] <grogbot> <ner0> or are there engines with their own Vorbis streaming implementation?
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[23:32] <Scummette> [scummvm] Thunderforge opened pull request #4020: COMMON: Adding iconspath parameter to the command line (master...adding_iconspath_to_command_line) https://is.gd/Usjmw9
[00:00] --- Mon Jun 20 2022