In #MonkeyIsland 1, if you use the ESC key to skip through the first meeting with Elaine in her mansion, Guybrush's "I really wish I knew how to talk to women" line appears centered at the top of the screen, like incidental dialog in #LOOM.
The background scrolling position and Guybrush's talking animation are slightly different as well.
This works in the EGA, VGA floppy, and VGA CD versions of MI1. #lucasarts #adventuregames
@aaronsgiles I found a bug in the re-verification process in DREAMM 2.1b15.
I had the GOG DOS floppy & CD versions of X-Wing and TIE Fighter installed in DREAMM. When I upgraded to 2.1b15 the emulator re-identified the floppy & CD versions of X-Wing and the CD version of TIE Fighter as being the DOTT demo installer for some reason. But after doing so, they've become totally unavailable from any game icons in the main menu. (NB: I didn't have any versions of DOTT installed in DREAMM previously.)
Playing the FM Towns ports of #MonkeyIsland 1 & 2 and #IndianaJones and the #FateOfAtlantis in @aaronsgiles's DREAMM emulator, I noticed the Save/Load GUI is clunkier than the original PC versions in a couple of ways.
If you scroll down the savegame list to load a game, the next time the GUI comes up, it won't remember where you were like on PC, but always starts from the top.
And once you select a game to load, it doesn't load immediately; you have to hit the "OK" button first as well.
@aaronsgiles Found an odd bug in #MonkeyIsland 1 FM Towns in DREAMM 2.1b13. When I get the carrot cake from Otis and "open cake" to get the file, there's a graphical glitch in the file's inventory icon: part of the cake icon remains where the center of the crosshair cursor was when I clicked on the cake to open it. The glitch happens wherever I open the cake, and disappears after changing rooms.
Honestly not sure if this is a bug in DREAMM or the original game, but I thought I'd mention it.
One fun thing in #LucasArts' #IndianaJones and the #InfernalMachine is this area early in Nub's Tomb, where Indy descends a staircase with twin sets of treads flanking a flat central section.
It's likely a homage to the stairs in the Krell ruins in #ForbiddenPlanet, which were designed by the filmmakers to suggest the Krell had tails and crafted their staircases accordingly so as not to bump their tails on the steps!
@aaronsgiles Further update: the lasers are translucent! Nice. :D
I also noticed that the transition of the broken sun texture from a beige rectangle to a beige circle is sudden and sharp when you approach that area of the map, but then the beige circle gradually has its center brighten so it gets more sun-like as you walk even closer. Probably the game swapping out a low-detail texture vs. a high-detail texture with variable brightness.
@aaronsgiles Update: I played around in the starting area of the Meroë level for a bit. As best I can tell, after I got close to the pit on one side of the level, the game loaded a sun texture (image 1), but it's solidly opaque rather than the translucent appearance it should have (image 2, without DREAMM). I wonder if this is related to the bug with transparency in Jedi Knight.
EDIT: I thought DREAMM might make the colored light beams later in the Meroë level opaque too, but apparently not.
@aaronsgiles I found another skybox bug in Infernal Machine in DREAMM 2.1b11. In the Meroë level, what IIRC should be a sun texture on the horizon seems to be glitched. There wasn't any error message when loading the level, though.
I'm not sure if this is the same bug that affected the skybox in the VI Pudovkin level or not.