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Showing content with the highest reputation on 07/03/23 in all areas

  1. I really didn't care for KotCS (I will however defend it against any criticism for aliens being involved), but this just worked for me. Enjoyable, at no point was I checking my watch or thinking it had run too long. Some parts were pure nostalgia bait but that's OK by me. I'm unsure whether to rate this higher or lower than Temple of Doom, definitely needs a further watch to clarify. Last Crusade Raiders of the Lost Ark Temple of Doom / Dial of Destiny A long way behind: Kingdom of the Crystal Skull
    2 points
  2. I've fixed it Also: Monkey Island Heardle #285 🔊🟩⬜️⬜️⬜️⬜️⬜️ #MonkeyIslandHeardle Although this is my third time through this 😛 I always planned to rewrite it to make it better, but for something I copied from somewhere else and threw together in about 2 hours, I don't want to put more time in - but as long as everyone is enjoying it, I'm happy! (and yes, I fixed in the worst way possible, but since I didn't write the Javascript, I don't care too much). Since people are playing it, I'll need to edit some of the tracks - Pirate I was Meant To Be is not obvious enough. Something for me to do when bored at work tomorrow!
    2 points
  3. People have different opinions on movies, it's okay.
    1 point
  4. 👕 I beat #MojoleXtreme #468 and all I got was this stupid t-shirt. 4/6 🖤🖤💛💛🖤🖤 🖤🖤🖤🖤🖤🖤 🖤💚💚💛💛💛 💚💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/ I'm just glad I remembered 🖤💚💚💛💛💛 works, now that 💚💚💚💛💛💛 got removed, made it far easier (Nobody that runs Mojole read this and remove the option >_> )
    1 point
  5. To be sure, the meaning is never documented in actual C code for SCUMM or SPUTM. It's always just shortened to "rec" there, with "recursive" showing up in unrelated places where it fits. However, in any and all SCUMMlet documentation of the language - from around MI2 all the way to CMI, the flag is consistently referred to as being used to run the script "recursively". 🙂 The flag (as well as the "bak" flag) was added for Last Crusade, as far as I recall - and to be fair, it may have originally been intended for a specific recursive script in that game. Even if the support for actual recursion is limited in SCUMM: Although it was just a measure for memory management and could be changed by just changing a constant and recompiling SCUMM and SPUTM, the maximum number of active scripts at a time was typically limited to 20-30 scripts - and multiple "rec" scripts would count towards that limit.
    1 point
  6. Nah, macros are gone (inlined into the script code) when the scripts are compiled - and currently, the decompiler doesn't reconstruct any macros, just leaves the inlined code as is. All the scripts in these very early games are global scripts (ETA: Outside the room definition - the verb scripts aren't global). Later, SCUMM would add local scripts which are automatically stopped when you exit a room. Any room can call a global script (you'll also see the example calling lots of scripts like give-package-to-weird-ed which aren't defined in this room). The guideline was (at least later) to define them in the room where they're most likely to be called (or which has also defined resources the script uses). Of course, you wouldn't want to place a single script in a room stored on disk 2 that's called from a room on disk 1. In this case, the room is "extra global" to the game - it's called from lots of places, depending on where a kid is when they die. But it does have the shared outcome of ending up outside the mansion, at the tombstones. This is a general principle in SCUMM, all the way up to CMI: There are global resources that are needed in many rooms, but they still "belong to" - and are stored - in (mostly) just one of them: The room itself, global scripts, costumes, sounds, character sets (in later games) - and to some extent objects. Although an object could only actually be visible in the room it belonged to - that's also why (when/if I get to releasing other scripts) you'd see that the hamster in Ted's cage is not actually the same hamster as in the microwave (so he really has no reason for getting so angry 😂). In the end, like almost everything else, the compiler just turns these globals into a number in the scripts that reference it. And then it stores the disk and room number for each resource - and their offset within the room - in an index on each disk. That's the "00.lfl" file, or, in later games e.g. "tentacle.000". When a script somewhere needs one of these resources, it's just looks up in the index and loads the resource from the room where it's stored. The rest of the room isn't loaded, so it doesn't add any overhead, and it could theoretically have been stored anywhere on the disk. Assigning it to a room just gives you a bit of control over where on disk it's stored - a bit of micro management to reduce seeking during disk access.
    1 point
  7. Unfortunately not 🙂 - as far as I recall, there are two publicly available SPUTM executables that were compiled in debug mode and with Windex support (windex being SCUMM/SPUTM's debug mode which allows debugging the game on a second, monochrome, monitor): The MI2 non-interactive demo, and the MI2 talkie prototype. Both include a lot of extra info in the EXE - function names etc. - and the Windex debuggers obviously bring a lot of insight into internal terminologies and jargon - the talkie will even output a disassembly of the current script using the original command names, with somewhat accurate command syntax, but obviously more in assembly form than in actual script form. BG has a walkthrough and screenshot of Windex in this excellent article: https://mixnmojo.com/features/sitefeatures/LucasArts-First-Words/2 ETA: "Somewhat accurate command syntax": The Windex debugger just shows the current byte code formatted into strings that - for the convenience of the SCUMMlet - reads somewhat like the original lines. Without a symbol file, much like the decompiler, it doesn't display variable names, actor names, label names, etc. And by the time a SCUMM game had been compiled: loops and conditionals have been turned into jumps ("goto"s) cutscene blocks have been turned into start/end commands break-until has been turned into a loop - and, in turn, into conditional jumps. some commands have been "unrolled" - for example, break-here 17 would turn into simply 17 break-here's in a row if ([some arithmetic]) would have the arithmetic moved out before the if statement: If statements in the final byte code only check a single value in a variable or - from DOTT and on - a value on the stack that is calculated before the if. Those calculations are themselves stack-based, so you wouldn't see a nice if (actor-x guybrush >= actor-x elaine - 15). Some commands had multiple nice ways of being called, where parts could be left out (similar to overloaded functions in several languages) - the compiler - and Windex - would turn those into a single command with various constants indicating "default" added. Windex had no knowledge of macros, so e.g. all iMUSE commands would be listed as sound-kludge with a long list obscure numeric parameters. That's some of the stuff the decompiler "undoes".
    1 point
  8. I did not like it at all. Full spoilers in the hidden section below. Where Crystal Skull was cartoonish to the point of stupidity, this is bland to the point of soulessness. There's no flair, no wit, no excitement, no sparkle. Crystal Skull may have been awful, but at least it was an awful Indiana Jones movie. This is just some charmless 2020s schedule-filler wearing an Indy mask.
    1 point
  9. I thought Guybrush was wearing a very big hat for a moment there
    1 point
  10. HAHA! It's dead, and my extreme JavaScript debugging skills tell me there were only 282 Heardles programmed in. What a time to make a thread. @Mintopia! WE WANT MODULO! WE WANT MODULO! Not the most catchy slogan, but hopefully effective.
    1 point
  11. Saw it three times. Bottom line, I enjoyed it. But I've been going through a lot lately with this film, trying to process my feelings and reconcile my expectations, and of course the ending. It's not a perfect film by any means (and the de-aging technique is certainly a bit wonky and distracting), but I think it manages to honor the legacy. I was never a Crystal Skull hater (I just read Jason's review, and Jesus Christ, he pummeled that film into oblivion), but it obviously felt very different from the first three (and even the games). Now that Kingdom is no longer the "final" Indy film, I'm able to put it into better perspective and just treat it as another one of his many adventures (including the Young Indy series, which also felt tonally very different compared to the films). Having experienced them all chronologically in the past month (Young Indy, Temple, Raiders, Crusade, Crusade: The Game, Fate of Atlantis, Kingdom and Dial), I kind of feel like I've accompanied this character through his entire lifespan, and so I'm feeling a bit lost and empty at the moment. Not unlike how I felt at the end of Return of Monkey Island (which also took me a damn long time to accept it was "over"). There are not that many franchises left that I care about these days, so it kind of feels like I'm in a state of mourning.
    1 point
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