Silencer is the player-character and so should probably be capitalized - I had
capitalized it in other places in the code and comments.
Also added a I18N comment so translators know what it is.
When `marker` has a string as input it behaves like `label`.
This is an undocumented lingo features.
It is extensively used in the game the Journeyman Project.
The Mac CD versions that I have use the same GUI as the DOS CD version,
but don't have CD audio tracks for the music. (So there is no music for
the cannibal village.) The script to patch is identical to the DOS CD
version, but located four bytes earlier in the room resource.
the disassembly of lbawin shows that the extra position is used. I'm not
yet sure about this change - but the magicball rendering is working
without the previous hack (the static DrawListStruct)
introduced in 3f1faa95b7fe02f8b3e515988a4b39e64f72372d
looks like some previous slot is reused here - as the DrawListType::DrawExtras doesn't e.g.
set the x, y and z values of the draw cmd. But it is used in processDrawListExtras()
In the floppy VGA version (and presumably the EGA version as well), the
clock tower only gets a new description ("e.g. "Hmm. Still ten
o'clock.") if you leave the room after examining it. In the CD version,
someone has "fixed" the behavior so that the description changes
immediately when the clock tower is examined.
Since it also changes on exiting the room after examining the clock
tower, that means you're much less likely to ever see the second
description. (There are only three, with a random variation on the
last one.) It doesn't completely ruin the joke, but...
To restore the original behavior, we don't allow the clock tower script
to increment the variable that changes its description.
We recently enabled the smoke animation that was present in the EGA and
VGA floppy versions of MI1, but removed in the CD version. However, for
a couple of reasons the colors were not correct.
For one thing, the animation doesn't use the same color indexes as in
the floppy version. But it still tries to remap the floppy version's
color indexes to other colors.
For another, one of the colors it tries to remap to gets overwritten,
probably to ensure that the GUI uses consistent colors. If that's the
only reason, we can safely ignore that for this room since it has no
visible GUI.
The voodoo lady's smoke is still using different colors than the floppy
version. I have no good ideas for how to fix that. Those colors will get
overwritten, and this time there is a visible GUI. But perhaps that
shouldn't be fixed since the special edition, for better or for worse,
pretty much made those colors canonical.