That's neat! For org, if it had an option to generate the HTML file name from slugifying the org file name instead of the salted hash, it could be fantastic for rapid lightweight blogging.
Yeah, the parent comment is interestingly and carefully phrased -- it is not claiming that the decision makers at the time could have known that Japan (according to this one report, anyway) would have surrendered without the bombings or invasion, but rather that since it is the case they would have (again, according to this report), that people should not claim the decision to bomb saved lives.
Cool idea! I want to hear something it generated before putting in my details to start a trial. Perhaps you could add some sample episodes that it generated so people could get a sense of it right from the landing page.
(From a non-game coder) How do teams keep track of which events need to be tracked in state, what their names are, etc.? (Not how as in how is this possible, but rather, what kinds of processes have evolved for this.) Like are state events typically planned out ahead of time, or do devs realize which ones they need as they go? What if I want to add a new event to state, how can I check if someone else has added it -- do I just scan all the names in the code and hope that it was named something that I will recognize?
There are usually two types of flags. Whole-game and level specific.
For most games I've worked on the most senior game designer will control the game specific flags and then levels will be "owned" by individual designers and they will control the level flags.
Someone, usually the most senior game designer, decides how many flags the game gets and thus the max number of flags each level can have.
If this seems a bit uncontrolled to you.. then yeah it is and yes that's why a lot of games are full of bugs :)
This has become less of an issue as runtime memory has expanded and save games can be HUGE. In the N64 days the constraints were more real and a bloated save game could double the cost cartridge manufacturing and destroy any profit the game made (Nintendo charged a lot more for cartridges with larger battery backed memory).
That is not at all representative of how the original code would have looked like. At all.
I am tired of people assigning pseudo-magical properties to "decompilations" while at the same doublethinking them as a way to launder copyrighted works.
Yeah looking at that is what prompted this question. Are the events in order? If so: the index for an event in the bitmap is constant, so if you realize you need to save an event that wasn't previously being saved, how do you insert it to keep order? Do you break all previously saved data by changing all the following indexes? Or are the events not in order, which could make it harder to find if an event is already in it (and just generally be confusing)? Managing a long list of events like this given that it is used for persistent state seems like an interesting process challenge.
I think this is still the case. There are some open issues around this. I am surprised they have not moved forward more. I find Aider hugely useful, but would like the opportunity to try out MCP with it.
I really appreciated his work on setting up governance for Node (in addition to his work on request and other stuff as other people have mentioned). It is probably largely forgotten now, but at the time it seemed like a big risk to Node being able to move forward technically and generally. I remember that the day Joyent agreed to let go of Node, he posted somewhere about celebrating at a bar in Oakland, where I lived at the time, but I was tired and didn't feel like being social so didn't attend, which I have always regretted since it would have been great to meet him in person and celebrate the victory.