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[00:07] <grogbot> <timofonic> > no, PAW = PAWS = Professional Adventure Writing System from Gilsoft, authors of Quill/PAWS/SWAN/DAAD @Scorp > but in the end if we do not think about inner format of the PAW (which is actually done quite similar to Quill), yes, there are not too much differences. more flags, more commands, but the core is essentially the same. <@637968004579065876> > DAAD added more Xwindows and stuff, I am not sure in this case about how much
[00:07] <grogbot> to add <@637968004579065876> > The one they use in that splatterlight is definitely outdated from my quick diff <@637968004579065876> There's more about it in Discord by <@637968004579065876> if you find about DAAD, even videos. Now you're mastering Glk sourcery: Are those initially seeming Glk limits now gone. Would be usable for Infocom V6, advanced Inform features, DAAD and even Legend Entertainment?
[00:11] <grogbot> <timofonic> @DreamMaster Now you're mastering Glk sourcery: Are those initially seeming Glk limits now gone. Would be usable for Infocom V6, advanced Inform features, DAAD and even Legend Entertainment? I'm curious about the power and possibilities of Glk, know what's possible. It's an interesting abstraction effort, IMVHO.
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[00:38] <grogbot> <DreamMaster> Infocom v6 is an interesting case; I've spent far too much time last year trying to massage the existing (now older) Frotz to play the V6 games properly. The windowing abstraction ZCode uses for proportional text in the window is different from the text buffering Glk uses. I'm eventually going to look into ditching the prior version of Frotz that was modified for Glk, and use the new release, and add in my own Glk bindings for v1-5
[00:38] <grogbot> games. And for v6, simply use a Glk GraphicWindow and let Frotz treat it as if it were the SDL surface. So v6 games will look and behave exactly like the originals did
[00:39] <grogbot> <DreamMaster> Oh, and Freefall as well, since it doesn't render properly inside a text buffer window 🙂
[00:40] <grogbot> <DreamMaster> I had actually planned to do further work on Frotz prior to the next release, but Comprehend is requiring enough work that it'll likely chew up my "Glk time". I'm eager to move onto working on Shannara further, so I'll likely move onto it once I've got more of the Comprehend games completable.
[00:42] <grogbot> <DreamMaster> You're also right.. the earlier Legend games will likely end up as a sub-engine under Glk. I had, in previous years, planned to do a combined Legend engine with the earlier and later games supported, but all the text buffer and rendering in Glk is a better suited home for the early Legend games. I can then just have the later Legend games, Xanth, Death Gate, and Shannara, as a separate engine still
[00:43] <grogbot> <trembyle> Then you can keep Steve Meretzky safely in his own engine.
[00:47] <grogbot> <DreamMaster> Heh. Well, a sub-engine. Plus of course, there's MADS for Rex Nebular
[00:47] <grogbot> <trembyle> oh yeah
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[03:05] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfxcB
[03:05] <Scummette> scummvm/master 736913d dreammaster: GLK: ZCODE: Rename frotz/ to zocde/
[03:07] <Lightkey> ...
[03:11] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JfxcX
[03:11] <Scummette> scummvm/master f0e1e1e dreammaster: GLK: ZCODE: Change interpreter to INTERPRETER_ZCODE
[03:11] <Scummette> scummvm/master 9d8edfa dreammaster: GLK: ZCODE: Fix Scott Adams detection entries
[03:13] <grogbot> <PurpleMoustache> so is the goal to have GLK and Ultima ready to go before rolling out the next version?
[03:14] <grogbot> <DreamMaster> Yes, at least for GLK for the subset of engines I listed in the testing announcement
[03:56] <Endy> Woohoo
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[07:17] <Scummette> [scummvm] mduggan pushed 2 new commits to master: https://git.io/Jfx0t
[07:17] <Scummette> scummvm/master 3420f0d mduggan: ULTIMA8: JANITORIAL: Correct comments slightly
[07:17] <Scummette> scummvm/master ac980ee mduggan: ULTIMA8: Add intrinsic for Crusader cameras
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[13:35] <grogbot> <ZvikaZ> https://www.theguardian.com/technology/2020/jun/22/apple-ditches-intel-for-arm-processors-in-big-sur-computers
[13:35] <grogbot> <ZvikaZ> What does it mean for us?
[13:36] <grogbot> <Henke37> scummvm is platform agnostic
[13:37] <grogbot> <Henke37> if there is any cpu arch specific code, there is a portable alternative
[13:37] <grogbot> <Henke37> and there isn't much cpu arch specific code
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[13:52] <bgK> I wonder if the ARM versions of macOS will support OpenGL -- it's been deprecated for a few versions
[14:02] <grogbot> <madmoose> bgK, its still there but deprecated.
[14:02] <bgK> thanks, good, one less thing to worry about for now
[14:17] <grogbot> <SupSuper> the sdl2 renderer should support metal anyways
[14:19] <grogbot> <SupSuper> i think someone already tried ScummVM on arm before so it shouldn't be a big deal
[14:20] <grogbot> <Henke37> like say, the android port?
[14:20] <grogbot> <madmoose> Or the iOS port&
[14:21] <grogbot> <trembyle> or switch
[14:22] <grogbot> <antoniou79> or raspberry pi
[14:24] <grogbot> <trembyle> I assume it works on Windows on ARM, but I don't know if anyone has tried that
[14:25] <grogbot> <trembyle> just like it should work on Android on x86
[14:27] <grogbot> <SupSuper> there's a pr for arm windows
[14:27] <grogbot> <SupSuper> the hassle is always all the libs
[14:29] <grogbot> <SupSuper> this doesn't sound good though: https://twitter.com/mycoliza/status/1275305517066227712
[14:32] <grogbot> <Henke37> it was a toctou issue anyway
[14:32] <grogbot> <Henke37> besides, you were going to load the library if the existed, so it's less work to just load it either way
[15:19] <bgK> @SupSuper: yes, but that's not good enough for ResidualVM :)
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[16:44] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jfxx9
[16:44] <Scummette> scummvm/master f7132e7 djsrv: DIRECTOR: LINGO: Read more Lscr fields
[16:48] <Scummette> [scummvm] npjg pushed 4 new commits to master: https://git.io/Jfxxj
[16:48] <Scummette> scummvm/master a3f649c npjg: GRAPHICS: MACGUI: Add colour decomposer
[16:48] <Scummette> scummvm/master ba8762c npjg: DIRECTOR: Clear drawing mask in the right place
[16:48] <Scummette> scummvm/master 3cac948 npjg: DIRECTOR: Begin implementing the rest of the inks
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[18:12] <Scummette> [scummvm] djsrv pushed 2 new commits to master: https://git.io/Jfpea
[18:12] <Scummette> scummvm/master d8c8df8 djsrv: DIRECTOR: LINGO: Implement cb prop instructions
[18:12] <Scummette> scummvm/master bb8704f djsrv: DIRECTOR: LINGO: Fix cb_localcall
[18:53] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JfpvN
[18:53] <Scummette> scummvm/master 6a2c0e5 digitall: GRAPHICS: MACGUI: Fix Signed vs. Unsigned Compiler Warning
[19:15] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/JfpJI
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[20:01] <Scummette> scummvm/master 5e1556b npjg: DIRECTOR: Implement Mask ink
[20:02] <Scummette> scummvm/master 92b0f34 npjg: DIRECTOR: Clean up blit loops
[20:02] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/JfpTn
[20:02] <Scummette> scummvm/master 203e875 npjg: DIRECTOR: LINGO: Remove obsolete sprite rendering calls
[20:02] <Scummette> scummvm/master 8dd0c30 npjg: GRAPHICS: MACGUI: Render all of the button
[20:41] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JfpI4
[20:41] <Scummette> scummvm/master fe30434 digitall: GUI: Fix Signed vs. Unsigned Compiler Warning in Tab Widget
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[21:29] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/Jfptk
[21:29] <Scummette> scummvm/master fffa986 digitall: GUI: Fix Usage of Uninitialized Variable in Theme Layout RTL Code
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[22:15] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/Jfpm8
[22:15] <Scummette> scummvm/master 2d2c373 digitall: ULTIMA8: Fix Fallthrough Compiler Warning
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[23:25] <Scummette> [scummvm] GunnarBirke opened pull request #2345: WINTERMUTE: Theora and BaseFileManager::hasFile residualvm fixes (master...theora-and-hasFile-residualvm-fixes) https://git.io/Jfpss
[23:39] <Scummette> [scummvm] djsrv pushed 2 new commits to master: https://git.io/Jfps5
[23:39] <Scummette> scummvm/master f220a0c djsrv: DIRECTOR: LINGO: Give each Object a script context
[23:39] <Scummette> scummvm/master 662e2cd djsrv: DIRECTOR: LINGO: Rename ScriptContext::getObject
[23:42] <Scummette> [scummvm] sev- closed pull request #2345: WINTERMUTE: Theora and BaseFileManager::hasFile residualvm fixes (master...theora-and-hasFile-residualvm-fixes) https://git.io/Jfpss
[23:42] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JfpsN
[00:00] --- Wed Jun 24 2020