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[00:04] <Scummette> [scummvm-tools] criezy pushed 6 new commits to master: https://git.io/JtHqp
[00:04] <Scummette> scummvm-tools/master c3f8ebe criezy: SUPERNOVA: Add tool to convert MOD files to game data files
[00:04] <Scummette> scummvm-tools/master 928966f criezy: SUPERNOVA: Add conversion from game music file to MOD
[00:04] <Scummette> scummvm-tools/master d890186 criezy: SUPERNOVA: Cleanup, annotate and fix minor errors in conv_mod tool
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[01:12] <grogbot> <timofonic> Is it similar to Private engine? INI party and easy unpacking?
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[02:20] <grogbot> <djsrv> are these the older Scooby-Doo Mystery Adventures or the slightly more recent Scooby-Doo Case File games?
[02:23] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtHcD
[02:23] <Scummette> scummvm/master f4c7f68 dreammaster: AGS: Fixed GetAudioClipForOldStyleNumber() for uppercase filenames
[02:24] <grogbot> <Mataniko> The buttons do seem to be set in the Theme: Globals.KeyMapper.ButtonWidth - but manually adjusting everything with a scale factor doesn't scale
[02:24] <grogbot> <Mataniko> the whole GUI renderer needs to be aware
[02:43] <grogbot> <djsrv> the one Scooby-Doo Case File game i have (Glowing Bug Man) seems to use some sort of scripting engine
[02:43] <grogbot> <djsrv> the scripts appear to be compiled to a bytecode and stored in a .MMS file (the file begins with MMFW Scripts)
[02:43] <grogbot> <djsrv> the last of the Mystery Adventures series apparently used the same thng https://zenhax.com/viewtopic.php?t=11062
[02:45] <grogbot> <djsrv> also found some very incomplete documentation on format of the data files http://wiki.xentax.com/index.php/Scooby_Doo_Case_Files_MMP_MMFW
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[03:21] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtHlR
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[05:13] <ScummBot> Port build status changed with de8307bd: Success: master-debian-x86, master-debian-x86-clang
[05:29] <ScummBot> Port build status changed with de8307bd: Success: master-ios7
[06:07] <ScummBot> Port build status changed with de8307bd: Success: master-ps3, master-osx_x64
[06:15] <grogbot> <monyarm> I was talking about the Mystery Adventures games, they used the engine and formats I mentioned. While the last one one (and the case file games) used the MMS format
[06:53] <grogbot> <djsrv> i see
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[07:06] <ScummBot> Port build status changed with de8307bd: Success: master-psp2full, master-mingw-w64-cplusplus11, master-mingw-w64, master-debian-x86_64, master-osx_intel
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[07:13] <ScummBot> Port build status changed with de8307bd: Success: master-debian-x86-nullbackend, master-mingw-w32
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[08:22] <Scummette> scummvm/master de8307b dreammaster: AGS: Workaround for missing plugin import for Zak2
[08:22] <Scummette> [scummvm] sluicebox opened pull request #2792: SCI: kDoAudio stops samples played with kDoSound (master...sci-restart-samples) https://git.io/JtHaG
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[11:56] <Scummette> [scummvm] SupSuper pushed 1 new commits to master: https://git.io/JtHDe
[11:56] <Scummette> scummvm/master 70dc08f SupSuper: JANITORIAL: Cleanup inconsistent includes
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[12:29] <Scummette> [scummvm] SupSuper pushed 5 new commits to master: https://git.io/JtH9H
[12:29] <Scummette> scummvm/master c3ee9de SupSuper: MSVC: Use new lib names for tests and tools
[12:29] <Scummette> scummvm/master 9401ef1 SupSuper: CREATE_PROJECT: Don't include detection in tests/tools
[12:29] <Scummette> scummvm/master eeda14b SupSuper: CREATE_PROJECT: Fix incorrect text filenames
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[12:31] <ScummBot> Port build status changed with 70dc08f4: Success: master-amigaos4
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[14:40] <Scummette> [scummvm] criezy pushed 4 new commits to master: https://git.io/JtHpe
[14:40] <Scummette> scummvm/master 3310fa2 criezy: AGS: Update detection entries
[14:40] <Scummette> scummvm/master e75f392 criezy: AGS: Use lowercase for executable names
[14:40] <Scummette> scummvm/master 8b6e916 criezy: AGS: Use macro for btdt.exe detection
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[14:43] <Scummette> [scummvm] criezy closed pull request #2772: AGS: Update detection_tables.h (master...patch-1) https://git.io/JtiyS
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[15:01] <grogbot> <monyarm> Is it possible to get Z-machine games to render at a native resolution, with modern fonts?
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[17:27] <grogbot> <Mataniko> currently or in general?
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[18:06] <grogbot> <monyarm> currently, cause i feel like it would be a useful optional feature for text-based adventure games.
[18:23] <grogbot> <Bluddy> anybody know how to define __usercall function types in ida 5.0?
[18:23] <grogbot> <Bluddy> I keep getting annoying error messages
[18:27] <grogbot> <criezy> @monyarm Currently we do not support drawing at high resolution for high-DPI screen, but you can at least render at native normal resolution with a screen bigger than 640x400.
[18:28] <grogbot> <criezy> Here is for example what I get for zork1 with width=1000 height=750 monosize-18 propsize=20
[18:28] <grogbot> <criezy> https://cdn.discordapp.com/attachments/581224061091446795/813477464424448121/unknown.png
[18:29] <grogbot> <criezy> The configuration parameter currently need to be added by hand to the game section in the scummvm.ini file (or ScummVM Preferences file on macOS).
[18:30] <grogbot> <criezy> You can see the supported ones in engines/glk/conf.cpp .
[18:31] <grogbot> <criezy> I have been thinking about implementing a custom engine options dialog to expose the more interesting ones in the UI, but currently I am trying to focus the little time I have on AGS.
[18:32] <grogbot> <Henke37> it'd be swell if engine options could do more than a boolean toggle.
[18:34] <grogbot> <timofonic> But sev is working on it or just about GUI?
[18:35] <grogbot> <criezy> I think he is indeed working on this.
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[19:16] <grogbot> <monyarm> Cool, those should be added to the engines section in the game options for games using the engine
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[20:41] <Scummette> [scummvm] fedor4ever opened pull request #2793: SYMBIAN: automatically build sources from main tree dirs: audio, base& (master...symbian_builder) https://git.io/JtQzR
[20:55] <grogbot> <SupSuper> engines can add their own options widget
[21:29] <Scummette> [scummvm] fedor4ever opened pull request #2794: PEGASUS: fix bug 11758. (master...pegasus_11758) https://git.io/JtQwI
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[21:31] <Scummette> [scummvm] fedor4ever opened pull request #2795: SYMBIAN: fix conflict declaration for TKey struct between Lua and SDK& (master...fix_portdefs_h) https://git.io/JtQwc
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[22:14] <Scummette> [scummvm] fedor4ever opened pull request #2796: CODESTYLE: remove C++ headers, use int64 instead __int64_t. (master...remove_nonstandart_entitys) https://git.io/JtQ6O
[22:15] <Scummette> [scummvm] fedor4ever opened pull request #2797: ULTIMA: SYMBIAN: exclude unsupported engines. (master...Branch_ultima) https://git.io/JtQ6C
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[22:56] <Scummette> [scummvm] sluicebox closed pull request #2792: SCI: kDoAudio stops samples played with kDoSound (master...sci-restart-samples) https://git.io/JtHaG
[22:56] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JtQXV
[22:56] <Scummette> scummvm/master de94434 sluicebox: SCI: kDoAudio stops samples played with kDoSound
[22:58] <Scummette> [scummvm] criezy closed pull request #2789: GRAPHICS: Support having transparent ManagedSurface (master...transparent-managed_surface) https://git.io/Jt97g
[22:58] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JtQX1
[22:59] <Scummette> scummvm/master f12813c criezy: GRAPHICS: Support having transparent ManagedSurface
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[00:00] --- Tue Feb 23 2021