These eyes were used in prototype builds pre-Windows Vista Build 5308. Unused Graphics ui/buildapurble features/iconsĪlongside the icons for the used Purble Shop eyes exist these icons of the early versions of the Red/Pink eyes. Oddly, they can also be used to navigate the menu bar. Left analog stick/D-Pad/Shoulder Buttons/Triggers Possibly undocumented because Oberon Media thought people were too used to the traditional controls, and little kids wouldn't be using a controller. Internally, Purble Pairs and Purble Shop are called "Concentration" and "BuildAPurble" respectively.Īn interesting feature that isn't documented anywhere (Help Menu-wise) is XInput (gamepad) support - if the game detects an Xbox 360 controller plugged into a USB port, the P1 corner on the controller will light up, signifying the controller can be used. The Windows Vista version has the main menu's logo and the loading screen written in Comic Sans MS. Possibly would have controlled the timer. Force Lose - Automatically makes the player lose in timed games.Mixer - Mimics the sundae dessert "power-down" the tiles are moved all across the playfield. Force Win - As you'd expect, the player automatically wins the game.Sneak Peak - Lets the player look at all the tiles, but only if none of them are flipped.This menu is comparatively intact, with almost all of the options working. "Reload Variables" doesn't appear to do anything on the surface, while "Time Attack Mode" would have toggled the automatically sliding conveyor belt mechanic. The only option that appears to work is "Win Game", which does indeed let the player win. The options consist of trying to pick the graphics currently available. The rest appear to have been for the figure the player has to guess for, but they don't appear to be functional. The only part of the menu that appears to work is "Toggle Curtain", allowing the player to see behind the curtain. However, the debug menus aren't seen until entering one of the mini-games. They didn't even bother deleting sounds from the prototypes!Īs with most other games shipped with Vista and 7, it has an internal g_debugEnabled variable. Debug symbols for the built-in Windows games exist on the Microsoft Symbol Server.Related note: The main Purble Place dynamic link library in the repair content for Win8 Consumer Preview (and later) use MSDelta compression (treated as a null update delta), and will cause DISM to complain about invalid SHA-256 hashes this also causes the Win7 editions to fail staging entirely with code STATUS_SXS_FILE_HASH_MISMATCH unless the offending component is either decompressed first or removed from the respective edition manifest.As the enablement flags for the games are still present in every SKU's product policies, it'd be a good idea if someone were to re-enable them through ProductPolicyEditor and look through any noticeable code changes from within their binaries. The binaries were included in the provided repair content sources for the following builds: 8250 (Win8 Consumer Preview), 8400 (Win8 Release Preview), 9200 (Win8 RTM), 9431 (Win8.1 BlueMP), 9600 (Blue RTM), 10586 (Win10 v1511) and 14393 x86 (Win10 v1607). The only catch to this, however, is that the Win7 games were still compiled from until as late as Win10 v1703, which is when MS decided to ditch the rest of the older editions entirely. Win8 DP1 (.0 (winmain_win8m3.110823-1455)) saw the removal of the built-in Windows games from the edition manifest for Prerelease(ARM) this change would be later expanded through the removal of most Win7 client editions (excluding Starter(N), Professional(N) and Enterprise(N)) from the source tree during early 830x, orphaning the games entirely.Unused "blah" menu at Menu Item 171 of the MUI.There is a large amount of unused strings in the MUI file.Apparently, there are more unused dialogs leftover from earlier builds. A good place to start would be to use Resource Hacker on the game executable and DLLs. This was tested with the Windows 7 version. See if more of the options work in the Vista version.
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