moralrecordings
moralrecordings.bsky.social
moralrecordings
@moralrecordings.bsky.social
Reverse engineering is good and also for everyone · Macromedia Director team at ScummVM · Non-binary · They/them
https://moral.net.au
https://twitch.tv/moralrecordings
The day when the lemming holding the Xmas sign gets to show off their extra arm
December 1, 2025 at 1:56 AM
Technically it's not "supported", we're not making any compatibility guarantees, it's just in the autodetection table. But this is the hazard of dragging something out of obscurity I'm afraid.

(we do have a bottom of the barrel, it's called PYST)
December 1, 2025 at 1:12 AM
I work on a bunch of emulator stuff, happy to try and help if you can describe/screenshot whats going wrong
November 27, 2025 at 1:51 AM
Somehow I had a boxed copy of this as a kid. My memory is the game was static Photoshop collages with random "clue" sounds playing in the background and I couldn't get past screen 2, so I eventually sent it to landfill. I don't think I ever saw Terry Farrell.
November 23, 2025 at 3:30 AM
If memory serves, someone told me the Steam version is the same build as the GOG one? xdelta does check the file and should bail if it isn't the right version.
November 19, 2025 at 1:02 AM
Yep, that is a big problem with having engine updates tied to processor performance. The most common way around this is to have the physics code always run at a fixed timestep, and have the screen update code run at a variable timestep.
gameprogrammingpatterns.com/game-loop.html
Game Loop · Sequencing Patterns · Game Programming Patterns
gameprogrammingpatterns.com
November 16, 2025 at 4:04 PM
I have a feeling I know the answer, but does this address the monkey situation in any way
October 14, 2025 at 1:55 AM
This has been a good reminder to rewatch Micallef Tonight (pictured) and Newstopia
October 13, 2025 at 4:19 AM
Doing my bit for international relations
October 13, 2025 at 4:01 AM
Yep, the only file that is changed is the EXE file so you can do just that
September 20, 2025 at 1:32 AM
There's a similar technique you can do for the Adlib card, which involves making a channel output a sine wave, manually timing when the wave hits a peak, modding something so the card freezes the channel output, then using the channel volume control as a makeshift DAC.
September 16, 2025 at 12:22 AM
I recreated this technique for my DOS adventure game engine. Normally the PC speaker is driven by a square wave generator running at a fixed frequency. RealSound makes the CPU send a single-shot impulse 16000 times a second, producing gritty 6-bit sample playback.

github.com/moralrecordi...
github.com
September 16, 2025 at 12:17 AM