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[07:28] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://git.io/JkXta
[07:28] <Scummette> scummvm/master 7748913 mgerhardy: AMIGAOS: removed include of non-existing header
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[09:55] <Scummette> [scummvm] aquadran closed pull request #2642: GRIM: fix localization of dialogue transcript (master...patch-1) https://git.io/JkixR
[09:55] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://git.io/JkXzA
[09:55] <Scummette> scummvm/master e60da20 BLooperZ: GRIM: fix localization of dialogue transcript
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[11:57] <Scummette> [scummvm] raziel- opened pull request #2643: AMIGAOS: Keep platform name continuity (master...patch-1) https://git.io/JkXSw
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[15:03] <grogbot> <deckarep> Hello Im looking for some guidance on people are coming up with patches (workarounds) for the SCI32 Sierra games. Particularly, what approach are people using to come up with the opcodes? Are they perhaps just using the debugger and coming up with the opcodes by hand, or are they perhaps using a tool such as SciCompanion to view source, making changes to the source and then recompiling to then get the opcodes? I want to learn this
[15:03] <grogbot> process and some guidance is appreciated. If there is a wiki or tutorial out there even better!
[15:34] <grogbot> <ZvikaZ> That's a good question. Read https://moral.net.au/writing/2017/09/23/sierra_bug/ - it's the closest thing to SCI patching tutorial that I've found.
[15:35] <grogbot> <ZvikaZ> I've read it about 10 times, I think, before I managed to really do something useful.
[15:39] <grogbot> <ZvikaZ> And it's probably a matter of experience, and starting with small steps, and trial and error, and a lot of learning to do... And no, there is no point in guessing the solution. You can't fix a problem, before you really understand its root cause. And yes, decompile in SCICompanion (BTW, https://github.com/EricOakford/SCI-Decompilation-Archive is great!), and run with ScummVM debugger, and understand how's it working. Until - bingo - you
[15:39] <grogbot> see the problematic code. And ask yourself - how should this be fixed?
[15:40] <grogbot> <ZvikaZ> Of course, feel free to ask specific questions along the way.
[15:41] <grogbot> <ZvikaZ> Also, maybe you'd write a blog, detailing the journey you're going, so it will be easier for other people to come along... (I've decided to do this, but I was too lazy 😉 )
[15:42] <grogbot> <ZvikaZ> Ah, I've re-read your question, and it seems that I misunderstood you...
[15:42] <grogbot> <ZvikaZ> (never mind, what I wrote is still good advice 🙂 )
[15:44] <grogbot> <ZvikaZ> Your question was much simpler? You know what's the SCI code that you want, and asking how to compile it to the "assembly"? or even, how to get the hex representing that assembly? (I will wait before I answer that question, to make sure that it's indeed your question...)
[15:57] <grogbot> <deckarep> Ive read that blog a few times its a great resource for getting started with the debugger and inspecting the state of the vm. My main question is specifically how one might come up with the exact opcodes needed once you know what to do. Like: are you writing them by hand once you think through the logic? Or are you perhaps opening the game in SciCompanion, editing the script involved, then recompiling the game and somehow
[15:57] <grogbot> grabbing the resulting compiled result?
[15:58] <grogbot> <deckarep> Your question though is fantastic advice in general and much appreciated! I feel pretty good about the debugger at this point.
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[16:03] <grogbot> <deckarep> I just realized SciCompanion looks to be Windows only...argggg
[16:11] <grogbot> <trembyle> Does SCI Companion work for SCI32?
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[16:41] <grogbot> <Mataniko> @sluicebox who did a lot of the op code fixes
[16:53] <grogbot> <ZvikaZ> It can read it, but not write it
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[17:05] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://git.io/Jk16D
[17:05] <Scummette> scummvm/master 6f70d63 mgerhardy: TWINE: fixed loading boolean config values
[17:05] <Scummette> scummvm/master a566f25 mgerhardy: TWINE: fixed Sound::stopSamples also stopping music
[17:05] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jk16S
[17:05] <Scummette> scummvm/master baeb107 Timpii: I18N: Update translation (Finnish)
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[18:12] <grogbot> <PurpleMoustache> speaking of patches...
[18:12] <grogbot> <PurpleMoustache> https://www.romhacking.net/hacks/5548/
[18:12] <grogbot> <PurpleMoustache> a rom hack putting back in various cut content from the NES Maniac Mansion. Any plans to support this going forward?
[18:20] <grogbot> <Mataniko> too racy
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[19:00] <grogbot> <trembyle> @PurpleMoustache have you tried it in ScummVM? Maybe it doesn't need any extra support?
[19:00] <grogbot> <PurpleMoustache> not yet
[19:00] <grogbot> <trembyle> Or does it change the detection for that game?
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[23:20] <Scummette> [scummvm] ccawley2011 opened pull request #2644: ENGINES: Changed AdvancedMetaEngine::createInstance to return a Common::Error (master...createInstance) https://git.io/JkMGY
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[00:00] --- Wed Nov 25 2020