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Showing content with the highest reputation on 08/10/22 in all areas

  1. Investigating the floppy VGA/CD releases a bit more, it looks like the original VGA releases were the only ones (besides the excellent Ultimate Talkie Edition) fixing the Jolly Roger continuity error in Part 2! You know, that part: The first time you see the Sea Monkey, it should be there, but once you're err… done cooking or quitting your crew, it shouldn't be visible anymore, since you must have picked it at this point (unless I'm messing something obvious…). This continuity error fix appears to have been lost when they ported the game to SCUMM v5, though (i.e. the releases with the new verbs and inventory). The Special Edition didn't fix this either. So, I'm working on bringing this original fix back to all the other releases within ScummVM (here's the code if you're curious), but this means that I must play Part 2 in all the different 6 game releases I have here! And yeah, you can tell ScummVM not to enable these enhancements if you prefer the original behavior, don't worry. EDIT: Ha! And it looks like only some versions of the VGA floppy release had that fix… My French VGA floppy version still has the buggy script.
    3 points
  2. SCUMM games contain the interpreter (the exe file) and the resource files (the game data). To find the version info for the interpreter you run the game (in dosbox these days) with an invalid command line parameter like /? and it'll output the version of the interpreter and its build date Interpreter Verson 5.2.02 (Nov 21 1991 08:35:15) Unknown flag: '/?' The game data also has version info that you can access by pressing ctrl+v ingame. For years we've had text files with lists of different interpreter versions but not the version info from the scripts. For the 3 of us who care about things like this its a pain to gather the different information. I've made a program that automatically extracts the version information from a folder of SCUMM games, puts it in a grid and lets you export it to a spreadsheet. For the interpreters only the Dos and Windows versions are parsed but for the game scripts its platform-agnostic and has been tested with Amiga, Atari, FM-Towns and Mac games. Download it here. Here is my list of version information. One oddity I've noticed from the game scripts is that the DOTT demo is named in the game scripts as "Day of the Tentacle BBS Contest DEMO". Anyone know anything about any contest for DOTT?
    2 points
  3. Are you sure you don’t mean Full Throttle’s verb coin?
    2 points
  4. I think it's that the flag is still visible over the ship even after Guybrush has taken it down to use in the recipe.
    2 points
  5. I asked Tim and Dave about the BBS demo string on Twitter and neither of them remembered. Or they’re covering up some huge conspiracy. Either way it’ll remain a mystery for now I guess.
    2 points
  6. If I had to guess, the release date is probably what Devolver was hinting at last month and will be the ones to reveal it, since it was their tweet hyping up news this month. I don't think it will be something that a Monkey Monday will reveal. Those seem like something Ron and Dave are heading and is more tied to game mechanics itself. Devolver seems to heading more of the traditional marketing and I think they will be the ones to reveal date sometime this month.
    1 point
  7. <-- Remi 👕 I beat #Mojole #141 and all I got was this stupid t-shirt. 4/6 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    1 point
  8. Hahahahhhaha 👕 I beat #Mojole #141 and all I got was this very stupid t-shirt. 6/6 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 💛💚💛💚💚 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    1 point
  9. I wouldn't be surprised if inventory was next. We got a look at a revamped chapter screen, preexisting location, dialogue choice, preexisting characters, and a voice reveal -- inventory and/or UI seems like a logical next step. At this point, a release-date reveal looks more plausible to arrive after the game is released.
    1 point
  10. WOW! 👕 I beat #Mojole #141 and all I got was this stupid t-shirt. 5/6 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤 💛💚💛💚💚 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    1 point
  11. Yes, that was a masterful touch.
    1 point
  12. What I miss the most in the CD version is the verb interface becoming red when you're in the Monkey Island catacombs. Both the EGA and VGA floppy releases had it. I really liked that dramatic effect the first time I reached that part of the game, but they've dropped it with the new verb interface of the CD release.
    1 point
  13. Yeah its growing on me, just caught me off guard. It makes me think of how the Joker can switch his pitch up and down and it adds to the craziness. Random thought... what if Mark Hamill voiced Le Chuck?
    1 point
  14. The re-use of character models in Tales of Monkey Island was not a system constraint but a deliberate homage to the replicated animatronics in Disney's Pirates of the Caribbean rides: https://earzup-podcast.com/2021/03/the-many-faces-of-disneylands-pirates-of-the-caribbean-part-1/ This opinion is unpopular because it is objectively wrong. But maybe you can start circulating it anyway.
    1 point
  15. I am trying to figure out my feelings about it. On the one hand, I thought it was a silly plot point, then and now. On the other hand, it feels weird to ignore such a big story detail, even if I didn't like it. On the other, other hand WAS it a big story detail? In the end the only thing that happens with it is he ends up being Governor, which we at least know isn't the case in ReMI, so maybe it's fine to just ignore it? On the other, other, other hand, is it STILL going to feel weird to just have that plot point hanging? On the other, other, other, other hand maybe the whole plot frame work and how they get from MI2 to the current story will also conveniently explain any weird discrepancies like this and we don't even have to worry.
    1 point
  16. Put it inside the stump, then the stump inside Monkey1 takes you to Monkey 2
    1 point
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