Here are a couple of (open-source Apache license) projects I wrote to sandbox on Mac, which I use to run my agents, while still being able to build/run macOS apps:
Back when Blizzard was still Silicon & Synapse, we got Rebecca's source code to Another World SNES from Interplay to use for a game we would develop, and they would publish, and I was the engine programmer.
I remember reading the source code, which was ... sparsely documented, and wondering what was going on. Like "you're writing to the DMA registers?!?"
The code was amazing, because it has has to draw polygons into 8x8 pixels cells that are stored in planar format at 60FPS. On a 3.5 Mhz processor. Blew my mind.
Incidentally, the game was called "Nightmare", and later became "Blackthorne", which was released for SNES, Genesis, and PC.
> is there a concise theory of game design that properly explains why cutscenes are fucking stupid?
Yes. In general it's because they're made by a different team, with different incentives, working to a different schedule.
They're often made using an earlier version of the game lore and story. Due to the massive effort required to make changes and render frames, they often don't match up with late-breaking changes made by the game team.
But sometimes you get lucky and the cinematics team excels. I worked with Blizzard's cinematics team in the '90s, and those spectacular folks produced an amazing body of work.
There's also an app, MenuWhere, that enables you to configure different keys to walk the menu bar. It's free (but nagware). https://manytricks.com/menuwhere/
It just got added to Homebrew:
Or clodpod [1] for a VM-based solution0: https://github.com/webcoyote/sandvault
1: https://github.com/webcoyote/clodpod
reply