mirror of
https://github.com/scummvm/scummvm-web.git
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228 lines
9.7 KiB
PHP
228 lines
9.7 KiB
PHP
<?
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/*
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* Contact Page for ScummVM
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* by Jeremy Newman <jnewman@dracowulf.com>
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*
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*/
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// set this for position of this file relative
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$file_root = ".";
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// load libraries
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require($file_root."/include/"."incl.php");
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function html_headline ($str)
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{
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return do_indent("<b>$str</b><br>\n".html_line());
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}
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// start of html
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html_header("ScummVM :: Status");
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sidebar_start();
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//display welcome table
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echo html_round_frame_start("State of the SCUMM","98%","",20);
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?>
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<h1>State of the SCUMM - 17th October 2002</h1>
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<h3 align="center"><a href="http://sourceforge.net/mailarchive/forum.php?thread_id=1199086&forum_id=7223">
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Link to the e-mail thread archive</a></h3>
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<p>This is a summary of the current state of ScummVM, to help prepare for our
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next release.. which hopefully should be coming up very shortly.</p>
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<p>First, a some of this content is targeted at developers, which
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is why this is being posted to the development mailing list. However, I
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will also be posting a link to this on the main news page shortly.</p>
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<p>I'm going to break this status report down into several sections -
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involving both our recent progress and several items that still need work,
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beginning with the most specific and important issues... I'd like to hear
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feedback on any of this, as well as any volunteers who want to help work
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on the 'rough spots'</p>
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<br><? echo html_headline("PORTS"); ?>
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<p>Currently we have official in-cvs ports for:</p>
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<table cellspacing="3" cellpadding="3">
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<tr><td align="right">SDL: </td><td>We might as well say 'Me'</td></tr>
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<tr><td align="right">Dreamcast: </td><td>Marcus Comstedt</td></tr>
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<tr><td align="right">MorphOS: </td><td>Ruediger Hanke</td></tr>
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<tr><td align="right">WinCE: </td><td>Nicolas Bacca</td></tr>
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<tr><td align="right">Mac Carbon: </td><td>Unowned</td></tr>
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<tr><td align="right">X11: </td><td>Uncertain, possibly unowned. Lionel?</td></tr>
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</table>
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<p>Could all of the maintainers for the above please reply to this email and
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let me know if your port still compiles with the latest CVS tree - I'm
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fairly certain some of you still haven't implemented Overlay support, which
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is required by the OSystem interface for NewGUI. If you need assistance
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with implementing Overlays, either take a look at the SDL implementation,
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or just post here and someone will help.</p>
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<p>If you are no longer interested in maintaining your port, or if you are
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interested in picking up one of the unowned/abandoned ports, let everyone
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know. If you already maintain a port and don't reply to this e-mail within
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a week or so, I'll assume you have abandoned that port.</p>
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<p>Of course, new ports are welcome, if you have ported ScummVM to some new
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exotic bit of hardware :)</p>
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<br><? echo html_headline("LEGAL"); ?>
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<p> We are still in negotiations with LucasArts over this, although both of
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us are hoping to reach some kind of closure very very soon. Obviously,
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this is a key element to being able to do a new release. The main issue at
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the moment is their requirement for a 'non-profit' clause. We need to push
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this clause to prevent any -direct- profit from being made by selling
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ScummVM itself (seriously, who would want to anyway? geez :)... but try
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and convince LucasArts to still let commercial distribution in a package
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of other software, such as a Linux distribution. This is required to
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ensure we are at least DFSG and OSD compliant.</p>
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<p>Hopefully I can knock some sense into them, and convince them that there's
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nothing wrong with this, otherwise this whole negotiation period - and
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it's being going on for months - will be pretty pointless. Basically, we
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need to have their permission to use an Artistic-license style clause. If
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we're not DFSG/OSD compliant, it's going to cause a -lot- of headaches for
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us in the future, and be quite unreasonable considering various
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re-licensing issues we're going to have to deal with.</p>
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<p>Other than that, IF we manage to resolve the legal situation in a way that
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can maintain a compatible license, we only have a few other steps left:</p>
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<ul>
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<li><p>Ensure all ports, makefiles and code are modified for proper separation
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of the LGPL'ed code into statically linked library(s). "The New License"
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will only apply to the 'scumm' directory in CVS, so if there is anything
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contained within that you think has more generic use... please move it
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into 'common' or some other suitable place. One we relicense it to "The
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New License", going back won't be easy :). Max Horn has already spent
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considerable time and effort splitting out the more generic functionality,
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and restructuring the code to allow for library separation... but we're not
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completely done yet.</p></li>
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<li><p>Negotiate with LucasArts regarding the use of trademarks, yadda yadda,
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on the webpage. Our current negotiations only involve the code itself, we
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still need to get permission (apparantly) to use the words "Monkey Island"
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anywhere on the site</p></li>
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</ul>
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<p>Those are the two most important issues holding us back from a release. So
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with those in mind, let's look onto a far more interesting subject... game
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compatibility!</p>
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<p>As usual, most of the outstanding bugs are related to Simon The Sorcerer,
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several months old, and filed by madshi. Unfortunately nobody on the team
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currently has any particular interest in maintaining the Simon module, and
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none of us know how it works anyway. If you want to volunteer to take over
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this part of the code, your welcome to it. As always, our main focus is on
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providing support for LucasArts SCUMM games.</p>
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<p>Mostly, all we have right now is a number of Zak256 bugs, and some small
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graphical glitches in LoomCD. We do need volunteers to go through with
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latest CVS versions and replay older games, to ensure there are no
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regression bugs.</p>
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<br><? echo html_headline("PROGRESS"); ?>
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<p>Now on to the good news for progress in the last few weeks/months:</p>
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<p>Jamieson Christian has done absolutely brilliant work with iMuse,
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correcting the majority of the musical problems that plagued Sam and Max
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in 0.2.0... this has led to -some- regression in earlier games, but we're
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sure that is temporary and will be fixed shortly. Thanks also to Mike
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Nordell, who done the initial reverse engineering of Sam and Max's iMuse
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and wrote some very useful notes on what he discovered.</p>
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<p>Torbjörn Andersson has been invaluable over the last few months in fixing
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many other annoying glitches, and I think people will be very pleased with
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the huge amount of progress we've made since 0.2.0.</p>
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<p>We've also made some significant progress in The Dig and Full Throttle,
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with at least The Dig known to be completable (albite in a very rough
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stage). Pawel Kolodziejski has done a good job with the implementation of
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a digital iMuse mixer for these two games, and merging/cleaning up the new
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SMUSH player written by Xavier Trochu.</p>
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<p>Max Horn has implemented a 'New GUI' system, which looks far better then
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the previous, as well as providing a much cleaner interface for changing
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ScummVM settings. He's also currently working on an in-game 'Launcher' so
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people won't have to commit all our obscure command-line parameters to
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memory. The Launcher in particular is going to be a key point of our next
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release, along with hopefully support for at least The Dig.</p>
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<br><? echo html_headline("TO DO"); ?>
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<p>So, what needs work?</p>
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<p>We have several issues that need addressing.</p>
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<p>In particular, we need a new save/load system. There are many changes we
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would like to make, but haven't, because doing so would break save-game
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compatibility. What we really want (preferably for the next release, so
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it will be widly adopted... the next release should be fairly big, a
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0.3.0).. is a new save system that has compatibility in it's very design.
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So if we need to change the format AGAIN in a future release, save games
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from 0.3.0 would still work. If you are interested in taking this on, talk
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to Fingolfin on IRC.. he and ludde have worked out some design concepts.</p>
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<p>Secondly, we launcher of course needs work, although Fingolfin seems to be
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fairly happy to work on that himself. This will be a key point for our next
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release.</p>
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<p>The Dig has several main outstanding issues.
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Firstly, akos codec 16 needs to be implemented. From the disassembly, this
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seems to be a fairly simple codec.. however we do not currently have a
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good reverse engineer on the project. Applications are welcome :)</p>
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<p>Implementation of Akos16 will also fix many missing animations in Full
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Throttle.</p>
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<p>The Dig also has a very annoying bug regarding case 226 of o6_wait. This
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wait case is supposed to trigger when the actor has finished being
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redrawn. Unfortunately, whilst it works in most cases, it causes VM freezes
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in certain specific situations.</p>
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<p>There are a variety of room scrolling issues, in particular the Nexus has
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some redraw issues when the room should 'wrap', and the room under the
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Tomb is completely messed up.</p>
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<p>There are some sound problems too, but the room and o6_wait issues are the
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most important.</p>
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<p>Full Throttle is actually quite complete and bug free, apart from needed
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Akos16 implemented, and the missing INSANE subsystem.</p>
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<p>Unfortunately the lack of INSANE prevents the game from being completable
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without resorting to the debugger to manually skip to various rooms.
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INSANE, however, seems to be a fairly simple hard-coded set of
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instructions in Full Throttle, and would take a short period of time for a
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decent RE'er to decypher.</p>
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<p>Implementing INSANE will, however, require some modifications to the SMUSH
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renderer, allowing the main SCUMM drawing functions (actor drawing, in
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particular) access to the SMUSH display.</p>
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<p>And that folks is about it.</p>
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<p>Remember, porters please get back to me about your ports.</p>
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<pre>
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- James 'Ender' Brown
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Project Leader,
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ScummVM
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</pre>
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<?
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echo html_round_frame_end(" ");
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// end of html
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sidebar_end();
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html_footer();
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?>
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