<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.legoisland.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BunnyNabbit</id>
	<title>LEGO Island Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.legoisland.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BunnyNabbit"/>
	<link rel="alternate" type="text/html" href="https://www.legoisland.org/wiki/Special:Contributions/BunnyNabbit"/>
	<updated>2026-04-15T17:50:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Pepper_Roni&amp;diff=1259</id>
		<title>Pepper Roni</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Pepper_Roni&amp;diff=1259"/>
		<updated>2026-03-30T12:11:11Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Update Wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pepper Roni]] is a playable character in &#039;&#039;[[LEGO Island]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;LEGO Island&#039;&#039; allows and encourages playing as any one of five major characters, Pepper is the de facto protagonist of the game since the main &amp;quot;campaign&amp;quot; can only be triggered while playing as him.&lt;br /&gt;
&lt;br /&gt;
Pepper is dyslexic, and the game contains numerous subtle references to him being unable to read or spell, most notably the &amp;quot;NO PIZZA&amp;quot; sign next to the jail reads &amp;quot;NO PIZAZ&amp;quot; when playing as him. Canonically, this is the reason Pepper is the only one capable of starting the campaign - he&#039;s the only one who is unable to read the sign.&lt;br /&gt;
&lt;br /&gt;
Pepper is voiced by [https://en.wikipedia.org/wiki/John_Morris_(voice_actor) John Morris], best known for playing Andy in the {{wikipedia|Toy Story}} series of films.&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=MAIN.EXE&amp;diff=1258</id>
		<title>MAIN.EXE</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=MAIN.EXE&amp;diff=1258"/>
		<updated>2026-03-30T04:59:21Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Add text alternative to error image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[MAIN.EXE]], also known as &#039;&#039;&#039;ISLEMFC.EXE&#039;&#039;&#039; in [[Beta 9.0]], was the original game executable used for &#039;&#039;[[LEGO Island]]&#039;&#039; during its development. It shares all of the features of [[ISLE.EXE]] but includes a number of development and debugging features that were excised from the final release.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
ISLEMFC.EXE, like ISLE.EXE, is a frontend to the main game ([[LEGO1.DLL]]). However upon opening, it appears to do nothing. Because of this, it was initially thought to be an aborted attempt to port the main game executable to MFC (which [[CONFIG.EXE]] and [[LEGOISLE.EXE]] are based on). A disassembly of ISLEMFC&#039;s main loop appeared to confirm this, since it didn&#039;t seem to call any LEGO1.DLL functions automatically. However, further exploration uncovered that ISLEMFC.EXE takes command line arguments and, when used correctly, is actually a fully featured game executable with additional debugging and development functionality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Command line arguments:&lt;br /&gt;
&lt;br /&gt;
/FS			- fullscreen (default)&lt;br /&gt;
/NFS			- windowed&lt;br /&gt;
/FLIP			- use display surface flipping&lt;br /&gt;
/NFLIP			- use display surface blit (default)&lt;br /&gt;
/SMEM			- back buffer in system memory&lt;br /&gt;
/VMEM			- back buffer in video memory (default)&lt;br /&gt;
/D8			- 8 bit display depth (full screen only)&lt;br /&gt;
/D16			- 16 bit display depth (full screen only)&lt;br /&gt;
/RGB			- use rgb color model (software rendering only)&lt;br /&gt;
/RAMP			- use mono ramp mode (software rendering only)&lt;br /&gt;
/USEHW			- use 3d hardware if available&lt;br /&gt;
/NWIDE			- use narrow view angle&lt;br /&gt;
/3DSOUND		- use 3d sound&lt;br /&gt;
/SCRIPT &amp;lt;filename&amp;gt;	- auto load startup script&lt;br /&gt;
/RAMSTREAM		- stream &amp;lt;filename&amp;gt; from ram (default)&lt;br /&gt;
/DISKSTREAM		- stream &amp;lt;filename&amp;gt; from disk&lt;br /&gt;
/ACTION &amp;lt;num&amp;gt;		- start action &amp;lt;num&amp;gt; in &amp;lt;filename&amp;gt; (default is 0)&lt;br /&gt;
/HELP			- display this message&lt;br /&gt;
&lt;br /&gt;
If a 3D accelerator is identified, it will be used if USEHW is specified.&lt;br /&gt;
RGB color model is always used with hardware 3D.&lt;br /&gt;
Only 8 and 16 bit display depths are supported.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore it is now understood that ISLEMFC is actually an &#039;&#039;older&#039;&#039; executable used during development. In fact, it appears to be a direct descendant of the 1996 source leak&#039;s [[MAIN.EXE]]. Examining ISLEMFC&#039;s resources shows that it contains many of the dialogs, though they seem to be inaccessible now due to the removal of the context menu from MAIN.EXE. It may be possible to access many of these functionalities if that menu can be restored.&lt;br /&gt;
&lt;br /&gt;
The fact that ISLEMFC is an earlier executable is backed up by the [[Beta 9.0|Beta 6.0 changelog]], which makes an explicit reference to it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MFC removed from isle.exe - No more debugging dialogs.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ISLEMFC.EXE may have initially been called ISLE.EXE, and later renamed when the Win32 only ISLE was introduced but kept around for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
ISLEMFC.EXE contains many debugging strings not present in ISLE.EXE. For example, while ISLE.EXE will run with multiple various glitches if the host display is set to 32-bit color while in windowed mode, ISLEMFC throws an explicit error:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Islemfc-32b-error.png|alt=Error. 32 bit display depth is not supported in windowed mode]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For these reasons, ISLEMFC seems to be a more &amp;quot;complete&amp;quot; executable. It&#039;s unclear why it was replaced in the final game. Perhaps a full MFC application with all of their debugging tools was considered too resource and/or storage heavy for a simple frontend.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
ISLEMFC can be made to load the game with the following command line (replace H: with the drive letter LEGO Island is inserted in):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ISLEMFC /NFS /RAMP /ACTION H:\Lego\Scripts\Isle\ISLE.SI&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ISLEMFC can also be made to run arbitrary entries in any SI file. For example, this will play the first song in JUKEBOX.SI:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ISLEMFC /NFS /RAMP /ACTION H:\Lego\Scripts\Isle\JUKEBOX.SI&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Compatibility_Issues&amp;diff=617</id>
		<title>Compatibility Issues</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Compatibility_Issues&amp;diff=617"/>
		<updated>2025-07-03T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* Textures are heavily glitched */ Add descriptive ALT text to Windows_10_1809_Ramp_Bug.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[LEGO Island]] was written in 1997 for Microsoft Windows 95. Since then, Windows has gone through several changes, many of which have inadvertently affected the aging LEGO Island code. This is a list of known &#039;&#039;&#039;compatibility issues&#039;&#039;&#039; running LEGO Island on modern versions of Windows.&lt;br /&gt;
&lt;br /&gt;
== D3DRM.DLL was not found ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows Vista+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island was written around an now-obsolete DirectX API called [[Direct3D Retained Mode]]. It was seldom used and quietly dropped in Windows Vista.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:D3drm_error.PNG|alt=ISLE.EXE - System Error. The code execution cannot proceed because d3drm.dll was not found. Reinstalling the program may fix this problem.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039;&lt;br /&gt;
* Restore Retained Mode manually using either of the following options:&lt;br /&gt;
** Acquire the file &#039;&#039;&#039;D3DRM.DLL&#039;&#039;&#039;:&lt;br /&gt;
*** The official LEGO Island disc contains an installer for DirectX 5 including D3DRM.DLL. It can be found at &amp;lt;code&amp;gt;&amp;lt;CD drive&amp;gt;:\redist\directx\d3drm.dll&amp;lt;/code&amp;gt;.&lt;br /&gt;
*** Download the most recent version of D3DRM.DLL: [https://legoisland.org/download/d3drm.zip D3DRM.ZIP]. This build is newer than the one on disc (2001 as opposed to 1997) and has generally better compatibility with modern Windows (particularly when using dgVoodoo or if playing in Wine) as well as [https://msdl.microsoft.com/download/symbols/d3drm.pdb/3B7D82D31/d3drm.pdb debug symbols] that are extremely useful for modding.&lt;br /&gt;
** Copy &#039;&#039;&#039;D3DRM.DLL&#039;&#039;&#039; to either of the following locations:&lt;br /&gt;
*** The LEGO Island install directory (usually &amp;lt;code&amp;gt;C:\Program Files\LEGO Island&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\Program Files (x86)\LEGO Island&amp;lt;/code&amp;gt;)&lt;br /&gt;
*** The Windows system directory (usually &amp;lt;code&amp;gt;C:\Windows\system32&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
* Use a version of Windows older than Windows Vista.&lt;br /&gt;
&lt;br /&gt;
== LEGO Island often crashes upon exit ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows 7+ (earlier versions may be affected too)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; When trying to exit, the game may glitch up and crash. The cause of this is due to [[ISLE.EXE]] not initiallizing a variable before sending it to [[LEGO1.DLL]], although it is still unknown why older versions of Windows are not affected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Use an older version of Windows (95/98 are known to not suffer from this bug).&lt;br /&gt;
&lt;br /&gt;
== Save files don&#039;t actually save ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows Vista+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island saves files into its install directory, which is &amp;lt;code&amp;gt;C:\Program Files\LEGO Island&amp;lt;/code&amp;gt; by default. While it was not uncommon at the time to use the install directory for application data, it quickly became bad practice due to security risks. As of Windows Vista, administrator privileges are required to write files anywhere in &amp;lt;code&amp;gt;C:\Program Files&amp;lt;/code&amp;gt;, which breaks LEGO Island&#039;s saving function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Run LEGO Island as administrator (right click &amp;gt; Run as Administrator)&lt;br /&gt;
* Use [[LEGO Island Rebuilder]], which has an option to redirect save data to `%APPDATA%` (the modern day standard location for application data)&lt;br /&gt;
* Re-install LEGO Island somewhere with full write access (i.e. not &amp;lt;code&amp;gt;C:\Program Files&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Manually redirect saves to a writable location in the registry ([[LEGO Island Versions|September build only]]):&lt;br /&gt;
** 32-bit: &amp;lt;code&amp;gt;HKLM\Software\Mindscape\LEGO Island\savepath&amp;lt;/code&amp;gt;&lt;br /&gt;
** 64-bit: &amp;lt;code&amp;gt;HKLM\Software\WOW6432Node\Mindscape\LEGO Island\savepath&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General instability, graphical glitches, driving scenes unplayable, etc. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Most recent versions of Windows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island was written around a very old version of DirectDraw, including a [[Direct3D Retained Mode|retained mode API]] (D3DRM) that is not only unsupported now, it&#039;s also been dropped from Windows/DirectX entirely. Many of its DirectDraw function calls are obsolete, deprecated and/or completely abandoned now. There is one specific case, on some XP computers (around the time of Vista-compatible stickers) AUTORUN.EXE, and ISLE.EXE are shown as non-compatible Win32 applications, and will refuse to run (has not been tested with Rebuilder, that might fix it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Screenshot (165).png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Change to one of the software modes (RGB Emulation, MMX Emulation, or - [[#Textures are heavily glitched|if using a version older than Windows 10 1809]] - Ramp Emulation) in the LEGO Island configuration. These use CPU/software rather than GPU/hardware (theoretically slower, but imperceptible on modern PCs), so hardware/DirectX API differences aren&#039;t so impactful.&lt;br /&gt;
* Use &amp;quot;Direct3D HAL&amp;quot; with [[dgVoodoo]] installed. dgVoodoo wraps several old DirectX API calls to modern DirectX 11 calls, fixing a huge amount of compatibility issues with modern software and hardware.&lt;br /&gt;
&lt;br /&gt;
== Textures are heavily glitched ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows 10 1809+ (October 2018 aka &amp;quot;October Update&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; When using &amp;quot;Ramp Emulation&amp;quot; mode, all 3D textures are heavily glitched. Bitmaps remain normal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Windows_10_1809_Ramp_Bug.png|alt=Inside the Information Center. The Infomaniac is centered on the screen and is showing glitched textures. His arms and face are notably distorted and appears as a noisy, static-like texture consisting mostly of yellow, green and black pixels. His legs and hands appear as gray, along with his hat which is momentarily being tossed above him. His shirt only appears discolored, being more yellow than usual. The two flowers sitting on the red railing are also distorted in the same way. The Information Center&#039;s background remains normal.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a DirectX incompatibility introduced in Windows 10 1809. The exact cause is unclear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Use &amp;quot;RGB Emulation&amp;quot; or &amp;quot;MMX Emulation&amp;quot;. These modes are unaffected.&lt;br /&gt;
* Use &amp;quot;Direct3D HAL&amp;quot; with [[dgVoodoo]] (full screen only). Direct3D HAL is unaffected in general, but it has its own [[#General instability, graphical glitches, driving scenes unplayable, etc.|compatibility issues]] on Windows 10+ without using [[dgVoodoo]].&lt;br /&gt;
* Use a version of Windows earlier than Windows 10 1809.&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=611</id>
		<title>Pre-Alpha (October 1996)</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=611"/>
		<updated>2025-07-01T12:32:05Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* Unused Background */ Add descriptive ALT text to image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On October 31, 2023, a prototype build of &#039;&#039;[[LEGO Island]]&#039;&#039; was leaked by YouTuber &#039;&#039;&#039;R.R. Slugger&#039;&#039;&#039;.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Oc7eALXaHbw&amp;lt;/ref&amp;gt; Colloquially, this build is usually referred to as &amp;quot;&#039;&#039;&#039;the pre-alpha&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The existence of a pre-alpha build has been known for some time,&amp;lt;ref&amp;gt;https://twitter.com/BenDaviesOrg/status/1239248521968132097&amp;lt;/ref&amp;gt; however it had been kept private by a select few members of the community for years. It is currently not known what this release was made for, how it was acquired by the community, or how it was leaked.&lt;br /&gt;
&lt;br /&gt;
The build files are dated between October and November 1996, predating the final release by roughly 11 months.&lt;br /&gt;
&lt;br /&gt;
== Installer ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a completely different installer from the final release. Comparing side-by-side, it&#039;s clear that they repurposed the same installer from &#039;&#039;[[Chessmaster 5000]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cmautorun.png|Autorun comparison&lt;br /&gt;
File:Cmdirselect.PNG|Directory selection comparison&lt;br /&gt;
File:Cmreq95.PNG|Attempting to launch the installer on Windows 3.1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This installer is 16-bit only, meaning it will not work on modern 64-bit Windows systems. The installer also requires DOS mode which can cause issues in Wine, despite its ability to load 16-bit executables. As such, it&#039;s recommended to use an [https://github.com/Ramen2X/adventures-installer alternate installer] for those platforms.&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a crude launcher called &#039;&#039;&#039;STARTUP.EXE&#039;&#039;&#039; which launches the available rooms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Startup.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes sense because [[MAIN.EXE]] does not load anything by default without command line arguments.&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&lt;br /&gt;
[[CONFIG.EXE]] exists as an MFC dialog, much like the final release, however no work has been done on it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96config.png|alt=A window titled &amp;quot;Configure LEGO Island&amp;quot;. On the left, there is text stating &amp;quot;TODO: Place 3D configuration here&amp;quot;. The right side has two buttons labeled &amp;quot;OK&amp;quot; and &amp;quot;Cancel&amp;quot; respectively.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, a limited subset of graphics settings are located in the [[#Launcher|launcher]].&lt;br /&gt;
&lt;br /&gt;
== Build Sections ==&lt;br /&gt;
&lt;br /&gt;
The game features incomplete but functional implementations of all four build sections from the final game (helicopter, dune buggy, race car, and jetski).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96jetski.png&lt;br /&gt;
File:Dec96racecar.png&lt;br /&gt;
File:Dec96heli.png&lt;br /&gt;
File:Dec96dunebug.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notable differences include:&lt;br /&gt;
&lt;br /&gt;
* Missing parts are wireframe instead of solid.&lt;br /&gt;
* Coloring doesn&#039;t appear to work.&lt;br /&gt;
* Different music. All stages feature a crude loop of &amp;quot;&#039;&#039;[https://www.youtube.com/watch?v=wwn9L6-Yc-I Legomania]&#039;&#039;&amp;quot;, an ultimately unused cue composed by [[Lorin Nelson]].&lt;br /&gt;
* Different sound effects.&lt;br /&gt;
* Many of the animated sprites glitch and flicker when you click them.&lt;br /&gt;
&lt;br /&gt;
=== Unused Background ===&lt;br /&gt;
&lt;br /&gt;
If you use [[MAIN.EXE]] to load &amp;lt;code&amp;gt;build.si&amp;lt;/code&amp;gt; and load the &amp;lt;code&amp;gt;StartUp&amp;lt;/code&amp;gt; action, you can find the following screen:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96buildscreen.png|320px|alt=A screen with text describing the purpose of itself. The text explains the screen will not appear in the program, and that this screen is for the demo. The purpose of the screen appears to be a menu for demonstrating each of the building sections. The screen has several graphics. In the middle, there is a graphic depicting a square green brick with three smaller four by two pieces. The small pieces are colored yellow, red and blue. The yellow brick is upside down, the red brick is up right, and the blue brick is positioned vertically. The text flows around this graphic. Under the graphic is a collage of characters. Only six of these characters are visible with some being obscured by the graphic. On the bottom of the screen are four buttons. The buttons include symbols related to their destination.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons are functional and indeed jump to each build section.&lt;br /&gt;
&lt;br /&gt;
=== Glitches ===&lt;br /&gt;
&lt;br /&gt;
Likely the reason these buttons weren&#039;t used (and the above [[#Launcher|launcher]] was created instead) is because the buttons frequently have a habit of persisting after loading a new section. Clicking them further can lead to two or more build sections being inexplicably merged, and often causes crashes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96btnglitch.mp4|320px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Island ==&lt;br /&gt;
&lt;br /&gt;
The island has progressed significantly since [[Source Code (July 1996)|July 1996]], now closely resembling the layout of the island in the final game. It&#039;s still almost entirely unpopulated though, with no trees, NPCs, and very few buildings. The gas station, which was present in the July 1996 build, is present though, as well as three houses in the residential area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96isle1.png&lt;br /&gt;
File:Dec96isle2.png|&lt;br /&gt;
File:Dec96isle3.png|Full island shot&lt;br /&gt;
File:Dec96hiddenracetrack.mp4|Sections of the race track can be seen at some perspectives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Collision/path detection is still not implemented, allowing players to walk through buildings and on the grass. Ramps are also not correctly implemented, meaning players must manually adjust their height up or down using the U and D keys (which persisted in the final game&#039;s [[Debug Mode]]) to reach higher and lower areas.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
The main game executable is still [[MAIN.EXE]] and all of its development/debugging functionality is present here.&lt;br /&gt;
&lt;br /&gt;
Turning is noticeably jerky in this version, always turning by a minimum of several degrees at a time. This too is tied to the frame rate and runs too fast on modern computers.&lt;br /&gt;
&lt;br /&gt;
The disc contains both release and debug versions of multiple executables, including [[LEGO1.DLL]]. It &#039;&#039;&#039;does not&#039;&#039;&#039; however contain symbols. The [[Microsoft Visual C++]] compiler places symbols in sidecar PDB files, not in the executable itself, and no PDB files are present on the disc. That being said, the debug binaries contain much less optimized code and retain debugging features like [https://en.wikipedia.org/wiki/Assertion_(software_development) assertions] which may help significantly in the [[decompilation]] effort.&lt;br /&gt;
&lt;br /&gt;
== Free Fonts ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha contains an option to &amp;quot;register&amp;quot; for an array of free fonts. The registration is obviously not possible anymore, however the fonts can be installed by running &amp;lt;code&amp;gt;MSREG\MSFREE.EXE&amp;lt;/code&amp;gt; on the CD:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Freefonts.png|alt=A window titled &amp;quot;Free Fonts&amp;quot;. On the left side is a list of font names. Above the list is the text &amp;quot;Select the fonts to install:&amp;quot;. Below the list are the number of fonts selected and drive space status. The user has selected all 36 fonts which will use an estimated storage space of {{formatnum:2375}} kilobytes. The right is displaying the letter M for the Antique font. The letter has an imperfect appearance as the lines are slightly jagged. Below the display are buttons labeled &amp;quot;OK&amp;quot;, &amp;quot;Cancel&amp;quot; and &amp;quot;Options...&amp;quot;.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/drive/folders/1IpbBqWDVnAYz0VIb-JeDD1lLvzWrauq8 Download from Google Drive]&lt;br /&gt;
* [https://archive.org/details/lego-island-alpha Download from Internet Archive]&lt;br /&gt;
* [https://github.com/Ramen2X/adventures-installer Alternate Installer for Wine and 64-bit Windows]&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=The_Infomaniac&amp;diff=610</id>
		<title>The Infomaniac</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=The_Infomaniac&amp;diff=610"/>
		<updated>2025-07-01T12:13:56Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* Model Differences */ Add descriptive ALT text to images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Infomaniac]] (shortened in the game files to &#039;&#039;&#039;INFOMAN&#039;&#039;&#039;) is a non-playable character in &#039;&#039;[[LEGO Island]]&#039;&#039;. He is arguably the most prominent and recognizable character in the game, appearing several times throughout as the main guide for the player. He is voiced by [[Patrick Hagan]].&lt;br /&gt;
&lt;br /&gt;
== Conception ==&lt;br /&gt;
&lt;br /&gt;
The Infomaniac was conceived by lead designer [[Wes Jenkins]].&amp;lt;ref&amp;gt;[https://archive.fo/U76rn An Interview with Wes Jenkins the Creative Director of LEGO Island]&amp;lt;/ref&amp;gt; According to an interview with him, all of the game&#039;s main characters were based on {{wikipedia|Howard Gardner}}&#039;s {{wikipedia|theory of multiple intelligences}}, and each character was designed to have definitive strengths that each player could potentially see themselves through. While Jenkins didn&#039;t intend it, it is a commonly believed the character bares a strong resemblance to him.&lt;br /&gt;
&lt;br /&gt;
== Model Differences ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[NOCD.SI]] !! In-Game Screenshot&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yellowhands.png|alt=The Infomaniac as he appears in a FMV cutscene. His hands are colored yellow, matching his head.]] || [[File:Ss.png|alt=The Infomaniac is inside the Info Center. His hands are colored white, resembling gloves.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The model used in the FMV cutscenes features clear differences from the in-game model. The Infomaniac&#039;s hands are different colors, his head and arms are proportioned differently, and his hat is aligned differently.&lt;br /&gt;
&lt;br /&gt;
Curiously, the win cutscene model is much closer to the in-game model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Wininfomaniac.png|alt=The Infomaniac as he appears in the win cutscene. His hands are colored white. He is walking to the left.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Compatibility_Issues&amp;diff=604</id>
		<title>Compatibility Issues</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Compatibility_Issues&amp;diff=604"/>
		<updated>2025-06-23T12:40:55Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* D3DRM.DLL was not found */Add ALT text to image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[LEGO Island]] was written in 1997 for Microsoft Windows 95. Since then, Windows has gone through several changes, many of which have inadvertently affected the aging LEGO Island code. This is a list of known &#039;&#039;&#039;compatibility issues&#039;&#039;&#039; running LEGO Island on modern versions of Windows.&lt;br /&gt;
&lt;br /&gt;
== D3DRM.DLL was not found ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows Vista+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island was written around an now-obsolete DirectX API called [[Direct3D Retained Mode]]. It was seldom used and quietly dropped in Windows Vista.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:D3drm_error.PNG|alt=ISLE.EXE - System Error. The code execution cannot proceed because d3drm.dll was not found. Reinstalling the program may fix this problem.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039;&lt;br /&gt;
* Restore Retained Mode manually using either of the following options:&lt;br /&gt;
** Acquire the file &#039;&#039;&#039;D3DRM.DLL&#039;&#039;&#039;:&lt;br /&gt;
*** The official LEGO Island disc contains an installer for DirectX 5 including D3DRM.DLL. It can be found at &amp;lt;code&amp;gt;&amp;lt;CD drive&amp;gt;:\redist\directx\d3drm.dll&amp;lt;/code&amp;gt;.&lt;br /&gt;
*** Download the most recent version of D3DRM.DLL: [https://legoisland.org/download/d3drm.zip D3DRM.ZIP]. This build is newer than the one on disc (2001 as opposed to 1997) and has generally better compatibility with modern Windows (particularly when using dgVoodoo or if playing in Wine) as well as [https://msdl.microsoft.com/download/symbols/d3drm.pdb/3B7D82D31/d3drm.pdb debug symbols] that are extremely useful for modding.&lt;br /&gt;
** Copy &#039;&#039;&#039;D3DRM.DLL&#039;&#039;&#039; to either of the following locations:&lt;br /&gt;
*** The LEGO Island install directory (usually &amp;lt;code&amp;gt;C:\Program Files\LEGO Island&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\Program Files (x86)\LEGO Island&amp;lt;/code&amp;gt;)&lt;br /&gt;
*** The Windows system directory (usually &amp;lt;code&amp;gt;C:\Windows\system32&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
* Use a version of Windows older than Windows Vista.&lt;br /&gt;
&lt;br /&gt;
== LEGO Island often crashes upon exit ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows 7+ (earlier versions may be affected too)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; When trying to exit, the game may glitch up and crash. The cause of this is unknown, but is presumably a change in one of the Windows/DirectX APIs that LEGO Island uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Use an older version of Windows (95/98 are known to not suffer from this bug).&lt;br /&gt;
&lt;br /&gt;
== Save files don&#039;t actually save ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows Vista+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island saves files into its install directory, which is &amp;lt;code&amp;gt;C:\Program Files\LEGO Island&amp;lt;/code&amp;gt; by default. While it was not uncommon at the time to use the install directory for application data, it quickly became bad practice due to security risks. As of Windows Vista, administrator privileges are required to write files anywhere in &amp;lt;code&amp;gt;C:\Program Files&amp;lt;/code&amp;gt;, which breaks LEGO Island&#039;s saving function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Run LEGO Island as administrator (right click &amp;gt; Run as Administrator)&lt;br /&gt;
* Use [[LEGO Island Rebuilder]], which has an option to redirect save data to `%APPDATA%` (the modern day standard location for application data)&lt;br /&gt;
* Re-install LEGO Island somewhere with full write access (i.e. not &amp;lt;code&amp;gt;C:\Program Files&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Manually redirect saves to a writable location in the registry ([[LEGO Island Versions|September build only]]):&lt;br /&gt;
** 32-bit: &amp;lt;code&amp;gt;HKLM\Software\Mindscape\LEGO Island\savepath&amp;lt;/code&amp;gt;&lt;br /&gt;
** 64-bit: &amp;lt;code&amp;gt;HKLM\Software\WOW6432Node\Mindscape\LEGO Island\savepath&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General instability, graphical glitches, driving scenes unplayable, etc. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Most recent versions of Windows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; LEGO Island was written around a very old version of DirectDraw, including a [[Direct3D Retained Mode|retained mode API]] (D3DRM) that is not only unsupported now, it&#039;s also been dropped from Windows/DirectX entirely. Many of its DirectDraw function calls are obsolete, deprecated and/or completely abandoned now. There is one specific case, on some XP computers (around the time of Vista-compatible stickers) AUTORUN.EXE, and ISLE.EXE are shown as non-compatible Win32 applications, and will refuse to run (has not been tested with Rebuilder, that might fix it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Screenshot (165).png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Change to one of the software modes (RGB Emulation, MMX Emulation, or - [[#Textures are heavily glitched|if using a version older than Windows 10 1809]] - Ramp Emulation) in the LEGO Island configuration. These use CPU/software rather than GPU/hardware (theoretically slower, but imperceptible on modern PCs), so hardware/DirectX API differences aren&#039;t so impactful.&lt;br /&gt;
* Use &amp;quot;Direct3D HAL&amp;quot; with [[dgVoodoo]] installed. dgVoodoo wraps several old DirectX API calls to modern DirectX 11 calls, fixing a huge amount of compatibility issues with modern software and hardware.&lt;br /&gt;
&lt;br /&gt;
== Textures are heavily glitched ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affects:&#039;&#039;&#039; Windows 10 1809+ (October 2018 aka &amp;quot;October Update&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; When using &amp;quot;Ramp Emulation&amp;quot; mode, all 3D textures are heavily glitched. Bitmaps remain normal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Windows_10_1809_Ramp_Bug.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a DirectX incompatibility introduced in Windows 10 1809. The exact cause is unclear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solutions:&#039;&#039;&#039;&lt;br /&gt;
* Use &amp;quot;RGB Emulation&amp;quot; or &amp;quot;MMX Emulation&amp;quot;. These modes are unaffected.&lt;br /&gt;
* Use &amp;quot;Direct3D HAL&amp;quot; with [[dgVoodoo]] (full screen only). Direct3D HAL is unaffected in general, but it has its own [[#General instability, graphical glitches, driving scenes unplayable, etc.|compatibility issues]] on Windows 10+ without using [[dgVoodoo]].&lt;br /&gt;
* Use a version of Windows earlier than Windows 10 1809.&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Interleaf_File&amp;diff=603</id>
		<title>Interleaf File</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Interleaf_File&amp;diff=603"/>
		<updated>2025-06-23T09:43:33Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* Version */ Add ALT text to image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Interleaf File&#039;&#039;&#039; (extension &#039;&#039;&#039;.SI&#039;&#039;&#039;) is a general-purpose asset archive format designed for streaming from CD-ROM. It was developed by [[Mindscape]] for use throughout [[LEGO Island]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Interleaf file format was originally thought to be exclusive to &#039;&#039;[[LEGO Island]]&#039;&#039;, but has since also been discovered in earlier [[Mindscape]] games called &#039;&#039;{{Wikipedia|Warhammer: Shadow of the Horned Rat}}&#039;&#039; and &#039;&#039;{{Wikipedia|Chessmaster 5000}}&#039;&#039;. Regardless, it remains an extremely obscure format and therefore is not well documented. All information known about this format has been through reverse engineering or interviews with game developers.&lt;br /&gt;
&lt;br /&gt;
Interleaf files are derived from the {{Wikipedia|Resource Interchange File Format}} standard (best known as the basis of {{Wikipedia|Audio Video Interleave}} and {{Wikipedia|WAV}} files). They are comprised of various LEGO Island-specific structures (such as [[MxDa]] and [[MxCh]]), however these structures usually contain standard format file data (such as PCM WAV audio and Windows BMP images).&lt;br /&gt;
&lt;br /&gt;
The primary purpose of Interleaf files is to split various file formats into smaller chunks that are interleaved together so they can all be read as one continuous stream. For example, a chunk of voice data may be followed by a chunk of matching animation data or a bitmapped graphic. This is done to reduce the amount of seeking around the disc for assets since CD-ROM speeds of the era were generally very slow and end-user hard drive space was usually too limited to store much game data.&lt;br /&gt;
&lt;br /&gt;
Interleaf files were produced internally with a tool called [[Weaver]], however this tool has never been publicly released or leaked.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
Interleaf files went through a number of revisions, as indicated by this error message that&#039;s thrown if an SI version doesn&#039;t match:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WrongSIVersion.png|alt=Error. Wrong SI file version. 2.2 expected.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SI version is set in an SI file&#039;s [[MxHd]] section. The version used in both retail versions is 2.2.&lt;br /&gt;
&lt;br /&gt;
Below is a table of known SI file versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Known Interleaf/SI file versions&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Known usage&lt;br /&gt;
|-&lt;br /&gt;
| 1.0 || &#039;&#039;Warhammer: Shadow of the Horned Rat&#039;&#039;, &#039;&#039;Chestmaster 5000&#039;&#039;, &#039;&#039;LEGO Island&#039;&#039; (July 1996 build)&lt;br /&gt;
|-&lt;br /&gt;
| 2.2 || &#039;&#039;LEGO Island (final)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modification ==&lt;br /&gt;
As aforementioned, no official documentation of Interleaf files has ever been released. There are a handful of tools for working with them (e.g. [[LEGO Island Rebuilder]]), but none with a complete implementation. Therefore, manual hex editing is often used to replace or extract assets.&lt;br /&gt;
&lt;br /&gt;
When working with Interleaf files, this interleaving needs to be taken account as it will dictate how the data is both extracted and inserted. One file stream may be separated into several chunks with chunks of other files interleaved between them.&lt;br /&gt;
&lt;br /&gt;
Since audio is stored in PCM, Interleaf files can be crudely listened to using Audacity&#039;s &amp;quot;Import Raw Data&amp;quot; feature. SI audio is always uncompressed mono PCM and is either 11025 Hz and 16-bit or 22050 Hz and 8-bit. Unfortunately, due to the aforementioned chunked/interleaved nature of SI files, the audio retrieved through this method will be noticeably glitchy and will require further processing (removal of chunk headers and any non-audio chunks) to extract clean PCM data.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[JUKEBOX.SI]]&lt;br /&gt;
* [[NOCD.SI]]&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=ISLE.EXE&amp;diff=602</id>
		<title>ISLE.EXE</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=ISLE.EXE&amp;diff=602"/>
		<updated>2025-06-23T09:38:48Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* DirectSound Test */ Add ALT text to image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ISLE.EXE]] is the main frontend of LEGO Island. It contains very little actual game code, mostly handling window initialization and the event loop, and passing off to [[LEGO1.DLL]] for everything else.&lt;br /&gt;
&lt;br /&gt;
Its simplicity is demonstrated in its file size, only 85KB compared to LEGO1&#039;s over 1,000 (unless your copy shipped with [[#SecuROM|SecuROM]], in which case ISLE will be much larger). However, it does handle a number of crucial responsibilities that are worth documenting.&lt;br /&gt;
&lt;br /&gt;
== DirectSound Test ==&lt;br /&gt;
&lt;br /&gt;
One of the first things ISLE.EXE does is attempt to create a DirectSound device and then immediately destroy it. If it fails to create one, it will wait for 500 milliseconds and try again. If it continues to fail, it will do this up to 20 times before giving up and showing an error message that it failed to find any DirectSound devices:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:SoundError.png|alt=Lego Island Error. &amp;quot;LEGO® Island&amp;quot; is not detecting a DirectSound compatible sound card. Please quit all other applications and try again.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a somewhat odd behavior because ISLE.EXE is not otherwise responsible for any sound-related functionality. It simply creates a device to see if it can, and then either destroys it or throws the above error if it can&#039;t create one. Presumably this is done because sound hardware was much less reliable back then, so it became necessary to attempt initializing it multiple times before it could definitively be considered a failure. However, it&#039;s not clear why this functionality could not be part of LEGO1&#039;s sound initialization routine instead, considering that&#039;s the code that actually handles all of the in-game sound.&lt;br /&gt;
&lt;br /&gt;
== SecuROM ==&lt;br /&gt;
&lt;br /&gt;
{{Main article|SecuROM}}&lt;br /&gt;
&lt;br /&gt;
In at least one release of LEGO Island, ISLE.EXE was found to be protected with SecuROM. SecuROM is a form of DRM/copy protection, controversial due to its heavy-handed malware-like approach. Additionally, due to improved security measures introduced in Windows 10, SecuROM-protected games no longer work at all on modern versions of Windows, requiring a cracked or patched version to play those games.&lt;br /&gt;
&lt;br /&gt;
Since no other copies that we know of ship with any DRM whatsoever, it&#039;s unclear who decided to introduce SecuROM on this specific version. The actual frontend code, as well as that copy&#039;s LEGO1.DLL, was unchanged, so simply replacing ISLE.EXE with an unprotected copy from another release will bypass SecuROM entirely.&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=601</id>
		<title>Pre-Alpha (October 1996)</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=601"/>
		<updated>2025-06-23T09:16:13Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Add descriptive ALT text to Freefonts.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On October 31, 2023, a prototype build of &#039;&#039;[[LEGO Island]]&#039;&#039; was leaked by YouTuber &#039;&#039;&#039;R.R. Slugger&#039;&#039;&#039;.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Oc7eALXaHbw&amp;lt;/ref&amp;gt; Colloquially, this build is usually referred to as &amp;quot;&#039;&#039;&#039;the pre-alpha&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The existence of a pre-alpha build has been known for some time,&amp;lt;ref&amp;gt;https://twitter.com/BenDaviesOrg/status/1239248521968132097&amp;lt;/ref&amp;gt; however it had been kept private by a select few members of the community for years. It is currently not known what this release was made for, how it was acquired by the community, or how it was leaked.&lt;br /&gt;
&lt;br /&gt;
The build files are dated between October and November 1996, predating the final release by roughly 11 months.&lt;br /&gt;
&lt;br /&gt;
== Installer ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a completely different installer from the final release. Comparing side-by-side, it&#039;s clear that they repurposed the same installer from &#039;&#039;[[Chessmaster 5000]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cmautorun.png|Autorun comparison&lt;br /&gt;
File:Cmdirselect.PNG|Directory selection comparison&lt;br /&gt;
File:Cmreq95.PNG|Attempting to launch the installer on Windows 3.1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This installer is 16-bit only, meaning it will not work on modern 64-bit Windows systems. The installer also requires DOS mode which can cause issues in Wine, despite its ability to load 16-bit executables. As such, it&#039;s recommended to use an [https://github.com/Ramen2X/adventures-installer alternate installer] for those platforms.&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a crude launcher called &#039;&#039;&#039;STARTUP.EXE&#039;&#039;&#039; which launches the available rooms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Startup.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes sense because [[MAIN.EXE]] does not load anything by default without command line arguments.&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&lt;br /&gt;
[[CONFIG.EXE]] exists as an MFC dialog, much like the final release, however no work has been done on it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96config.png|alt=A window titled &amp;quot;Configure LEGO Island&amp;quot;. On the left, there is text stating &amp;quot;TODO: Place 3D configuration here&amp;quot;. The right side has two buttons labeled &amp;quot;OK&amp;quot; and &amp;quot;Cancel&amp;quot; respectively.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, a limited subset of graphics settings are located in the [[#Launcher|launcher]].&lt;br /&gt;
&lt;br /&gt;
== Build Sections ==&lt;br /&gt;
&lt;br /&gt;
The game features incomplete but functional implementations of all four build sections from the final game (helicopter, dune buggy, race car, and jetski).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96jetski.png&lt;br /&gt;
File:Dec96racecar.png&lt;br /&gt;
File:Dec96heli.png&lt;br /&gt;
File:Dec96dunebug.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notable differences include:&lt;br /&gt;
&lt;br /&gt;
* Missing parts are wireframe instead of solid.&lt;br /&gt;
* Coloring doesn&#039;t appear to work.&lt;br /&gt;
* Different music. All stages feature a crude loop of &amp;quot;&#039;&#039;[https://www.youtube.com/watch?v=wwn9L6-Yc-I Legomania]&#039;&#039;&amp;quot;, an ultimately unused cue composed by [[Lorin Nelson]].&lt;br /&gt;
* Different sound effects.&lt;br /&gt;
* Many of the animated sprites glitch and flicker when you click them.&lt;br /&gt;
&lt;br /&gt;
=== Unused Background ===&lt;br /&gt;
&lt;br /&gt;
If you use [[MAIN.EXE]] to load &amp;lt;code&amp;gt;build.si&amp;lt;/code&amp;gt; and load the &amp;lt;code&amp;gt;StartUp&amp;lt;/code&amp;gt; action, you can find the following screen:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96buildscreen.png|320px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons are functional and indeed jump to each build section.&lt;br /&gt;
&lt;br /&gt;
=== Glitches ===&lt;br /&gt;
&lt;br /&gt;
Likely the reason these buttons weren&#039;t used (and the above [[#Launcher|launcher]] was created instead) is because the buttons frequently have a habit of persisting after loading a new section. Clicking them further can lead to two or more build sections being inexplicably merged, and often causes crashes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96btnglitch.mp4|320px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Island ==&lt;br /&gt;
&lt;br /&gt;
The island has progressed significantly since [[Source Code (July 1996)|July 1996]], now closely resembling the layout of the island in the final game. It&#039;s still almost entirely unpopulated though, with no trees, NPCs, and very few buildings. The gas station, which was present in the July 1996 build, is present though, as well as three houses in the residential area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96isle1.png&lt;br /&gt;
File:Dec96isle2.png|&lt;br /&gt;
File:Dec96isle3.png|Full island shot&lt;br /&gt;
File:Dec96hiddenracetrack.mp4|Sections of the race track can be seen at some perspectives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Collision/path detection is still not implemented, allowing players to walk through buildings and on the grass. Ramps are also not correctly implemented, meaning players must manually adjust their height up or down using the U and D keys (which persisted in the final game&#039;s [[Debug Mode]]) to reach higher and lower areas.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
The main game executable is still [[MAIN.EXE]] and all of its development/debugging functionality is present here.&lt;br /&gt;
&lt;br /&gt;
Turning is noticeably jerky in this version, always turning by a minimum of several degrees at a time. This too is tied to the frame rate and runs too fast on modern computers.&lt;br /&gt;
&lt;br /&gt;
The disc contains both release and debug versions of multiple executables, including [[LEGO1.DLL]]. It &#039;&#039;&#039;does not&#039;&#039;&#039; however contain symbols. The [[Microsoft Visual C++]] compiler places symbols in sidecar PDB files, not in the executable itself, and no PDB files are present on the disc. That being said, the debug binaries contain much less optimized code and retain debugging features like [https://en.wikipedia.org/wiki/Assertion_(software_development) assertions] which may help significantly in the [[decompilation]] effort.&lt;br /&gt;
&lt;br /&gt;
== Free Fonts ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha contains an option to &amp;quot;register&amp;quot; for an array of free fonts. The registration is obviously not possible anymore, however the fonts can be installed by running &amp;lt;code&amp;gt;MSREG\MSFREE.EXE&amp;lt;/code&amp;gt; on the CD:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Freefonts.png|alt=A window titled &amp;quot;Free Fonts&amp;quot;. On the left side is a list of font names. Above the list is the text &amp;quot;Select the fonts to install:&amp;quot;. Below the list are the number of fonts selected and drive space status. The user has selected all 36 fonts which will use an estimated storage space of {{formatnum:2375}} kilobytes. The right is displaying the letter M for the Antique font. The letter has an imperfect appearance as the lines are slightly jagged. Below the display are buttons labeled &amp;quot;OK&amp;quot;, &amp;quot;Cancel&amp;quot; and &amp;quot;Options...&amp;quot;.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/drive/folders/1IpbBqWDVnAYz0VIb-JeDD1lLvzWrauq8 Download from Google Drive]&lt;br /&gt;
* [https://archive.org/details/lego-island-alpha Download from Internet Archive]&lt;br /&gt;
* [https://github.com/Ramen2X/adventures-installer Alternate Installer for Wine and 64-bit Windows]&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=600</id>
		<title>Pre-Alpha (October 1996)</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Pre-Alpha_(October_1996)&amp;diff=600"/>
		<updated>2025-06-23T08:57:09Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Add descriptive ALT text to Dec96config.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On October 31, 2023, a prototype build of &#039;&#039;[[LEGO Island]]&#039;&#039; was leaked by YouTuber &#039;&#039;&#039;R.R. Slugger&#039;&#039;&#039;.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Oc7eALXaHbw&amp;lt;/ref&amp;gt; Colloquially, this build is usually referred to as &amp;quot;&#039;&#039;&#039;the pre-alpha&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The existence of a pre-alpha build has been known for some time,&amp;lt;ref&amp;gt;https://twitter.com/BenDaviesOrg/status/1239248521968132097&amp;lt;/ref&amp;gt; however it had been kept private by a select few members of the community for years. It is currently not known what this release was made for, how it was acquired by the community, or how it was leaked.&lt;br /&gt;
&lt;br /&gt;
The build files are dated between October and November 1996, predating the final release by roughly 11 months.&lt;br /&gt;
&lt;br /&gt;
== Installer ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a completely different installer from the final release. Comparing side-by-side, it&#039;s clear that they repurposed the same installer from &#039;&#039;[[Chessmaster 5000]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cmautorun.png|Autorun comparison&lt;br /&gt;
File:Cmdirselect.PNG|Directory selection comparison&lt;br /&gt;
File:Cmreq95.PNG|Attempting to launch the installer on Windows 3.1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This installer is 16-bit only, meaning it will not work on modern 64-bit Windows systems. The installer also requires DOS mode which can cause issues in Wine, despite its ability to load 16-bit executables. As such, it&#039;s recommended to use an [https://github.com/Ramen2X/adventures-installer alternate installer] for those platforms.&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha features a crude launcher called &#039;&#039;&#039;STARTUP.EXE&#039;&#039;&#039; which launches the available rooms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Startup.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes sense because [[MAIN.EXE]] does not load anything by default without command line arguments.&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&lt;br /&gt;
[[CONFIG.EXE]] exists as an MFC dialog, much like the final release, however no work has been done on it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96config.png|alt=A window titled &amp;quot;Configure LEGO Island&amp;quot;. On the left, there is text stating &amp;quot;TODO: Place 3D configuration here&amp;quot;. The right side has two buttons labeled &amp;quot;OK&amp;quot; and &amp;quot;Cancel&amp;quot; respectively.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, a limited subset of graphics settings are located in the [[#Launcher|launcher]].&lt;br /&gt;
&lt;br /&gt;
== Build Sections ==&lt;br /&gt;
&lt;br /&gt;
The game features incomplete but functional implementations of all four build sections from the final game (helicopter, dune buggy, race car, and jetski).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96jetski.png&lt;br /&gt;
File:Dec96racecar.png&lt;br /&gt;
File:Dec96heli.png&lt;br /&gt;
File:Dec96dunebug.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notable differences include:&lt;br /&gt;
&lt;br /&gt;
* Missing parts are wireframe instead of solid.&lt;br /&gt;
* Coloring doesn&#039;t appear to work.&lt;br /&gt;
* Different music. All stages feature a crude loop of &amp;quot;&#039;&#039;[https://www.youtube.com/watch?v=wwn9L6-Yc-I Legomania]&#039;&#039;&amp;quot;, an ultimately unused cue composed by [[Lorin Nelson]].&lt;br /&gt;
* Different sound effects.&lt;br /&gt;
* Many of the animated sprites glitch and flicker when you click them.&lt;br /&gt;
&lt;br /&gt;
=== Unused Background ===&lt;br /&gt;
&lt;br /&gt;
If you use [[MAIN.EXE]] to load &amp;lt;code&amp;gt;build.si&amp;lt;/code&amp;gt; and load the &amp;lt;code&amp;gt;StartUp&amp;lt;/code&amp;gt; action, you can find the following screen:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96buildscreen.png|320px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons are functional and indeed jump to each build section.&lt;br /&gt;
&lt;br /&gt;
=== Glitches ===&lt;br /&gt;
&lt;br /&gt;
Likely the reason these buttons weren&#039;t used (and the above [[#Launcher|launcher]] was created instead) is because the buttons frequently have a habit of persisting after loading a new section. Clicking them further can lead to two or more build sections being inexplicably merged, and often causes crashes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Dec96btnglitch.mp4|320px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Island ==&lt;br /&gt;
&lt;br /&gt;
The island has progressed significantly since [[Source Code (July 1996)|July 1996]], now closely resembling the layout of the island in the final game. It&#039;s still almost entirely unpopulated though, with no trees, NPCs, and very few buildings. The gas station, which was present in the July 1996 build, is present though, as well as three houses in the residential area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dec96isle1.png&lt;br /&gt;
File:Dec96isle2.png|&lt;br /&gt;
File:Dec96isle3.png|Full island shot&lt;br /&gt;
File:Dec96hiddenracetrack.mp4|Sections of the race track can be seen at some perspectives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Collision/path detection is still not implemented, allowing players to walk through buildings and on the grass. Ramps are also not correctly implemented, meaning players must manually adjust their height up or down using the U and D keys (which persisted in the final game&#039;s [[Debug Mode]]) to reach higher and lower areas.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
The main game executable is still [[MAIN.EXE]] and all of its development/debugging functionality is present here.&lt;br /&gt;
&lt;br /&gt;
Turning is noticeably jerky in this version, always turning by a minimum of several degrees at a time. This too is tied to the frame rate and runs too fast on modern computers.&lt;br /&gt;
&lt;br /&gt;
The disc contains both release and debug versions of multiple executables, including [[LEGO1.DLL]]. It &#039;&#039;&#039;does not&#039;&#039;&#039; however contain symbols. The [[Microsoft Visual C++]] compiler places symbols in sidecar PDB files, not in the executable itself, and no PDB files are present on the disc. That being said, the debug binaries contain much less optimized code and retain debugging features like [https://en.wikipedia.org/wiki/Assertion_(software_development) assertions] which may help significantly in the [[decompilation]] effort.&lt;br /&gt;
&lt;br /&gt;
== Free Fonts ==&lt;br /&gt;
&lt;br /&gt;
The pre-alpha contains an option to &amp;quot;register&amp;quot; for an array of free fonts. The registration is obviously not possible anymore, however the fonts can be installed by running &amp;lt;code&amp;gt;MSREG\MSFREE.EXE&amp;lt;/code&amp;gt; on the CD:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Freefonts.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/drive/folders/1IpbBqWDVnAYz0VIb-JeDD1lLvzWrauq8 Download from Google Drive]&lt;br /&gt;
* [https://archive.org/details/lego-island-alpha Download from Internet Archive]&lt;br /&gt;
* [https://github.com/Ramen2X/adventures-installer Alternate Installer for Wine and 64-bit Windows]&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=LEGO_Island_Rebuilder&amp;diff=599</id>
		<title>LEGO Island Rebuilder</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=LEGO_Island_Rebuilder&amp;diff=599"/>
		<updated>2025-06-23T08:50:50Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Add ALT text to images missing ALT text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[LEGO Island Rebuilder]] is a [[LEGO Island]] modification tool and the flagship project of this wiki. The documentation on this wiki can be seen primarily a side-effect of developing it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:LEGO_Island_Rebuilder.png|alt=A window showing the interface for LEGO Island Rebuilder.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Become a patron button.png|link=https://www.patreon.com/mattkc|alt=Become a patron]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Makes modifications without altering files permanently.&lt;br /&gt;
* Adjust turning speed for better maneuverability on modern PCs.&lt;br /&gt;
* Run LEGO Island in windowed mode without needing administrator privileges and editing the registry.&lt;br /&gt;
* Redirect LEGO Island&#039;s save data to %APPDATA% so it can save games without needing administrator privileges.&lt;br /&gt;
* Keep LEGO Island active even when it&#039;s unfocused (windowed mode only)&lt;br /&gt;
* Extract and/or replace music (which is currently only available in the old .NET Framework-based version)&lt;br /&gt;
* Change/uncap FPS limit&lt;br /&gt;
* Adjust field of view&lt;br /&gt;
&lt;br /&gt;
==Upcoming Features==&lt;br /&gt;
The following features are currently being researched for inclusion in LEGO Island Rebuilder:&lt;br /&gt;
* Native high resolution&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
LEGO Island Rebuilder is extremely lightweight and will run on any computer that can run LEGO Island that has Windows 95+ installed.&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
* [https://github.com/itsmattkc/LEGOIslandRebuilder/releases/download/continuous/Rebuilder.exe Download LEGO Island Rebuilder]&lt;br /&gt;
* [https://github.com/itsmattkc/LEGOIslandRebuilder LEGO Island Rebuilder on GitHub]&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=597</id>
		<title>User:BunnyNabbit</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=597"/>
		<updated>2025-06-22T06:28:16Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Undo revision 596 by BunnyNabbit (talk) Zhis change did inadvertently create two separate list elements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contact ==&lt;br /&gt;
&lt;br /&gt;
To contact me regarding this wiki, use these contact options:&lt;br /&gt;
&lt;br /&gt;
* E-mail: &#039;&#039;aon (📎) bunnynabbit [d0t] com&#039;&#039;&lt;br /&gt;
* Signal: &#039;&#039;bunnynabbit.01&#039;&#039;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=596</id>
		<title>User:BunnyNabbit</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=596"/>
		<updated>2025-06-21T22:28:47Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: /* Contact */ Add whitespace to minimize translation unit size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contact ==&lt;br /&gt;
&lt;br /&gt;
To contact me regarding this wiki, use these contact options:&lt;br /&gt;
&lt;br /&gt;
* E-mail: &#039;&#039;aon (📎) bunnynabbit [d0t] com&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Signal: &#039;&#039;bunnynabbit.01&#039;&#039;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=595</id>
		<title>User:BunnyNabbit</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=User:BunnyNabbit&amp;diff=595"/>
		<updated>2025-06-21T22:27:42Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Add personal contact information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contact ==&lt;br /&gt;
&lt;br /&gt;
To contact me regarding this wiki, use these contact options:&lt;br /&gt;
&lt;br /&gt;
* E-mail: &#039;&#039;aon (📎) bunnynabbit [d0t] com&#039;&#039;&lt;br /&gt;
* Signal: &#039;&#039;bunnynabbit.01&#039;&#039;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
	<entry>
		<id>https://www.legoisland.org/index.php?title=Weaver&amp;diff=594</id>
		<title>Weaver</title>
		<link rel="alternate" type="text/html" href="https://www.legoisland.org/index.php?title=Weaver&amp;diff=594"/>
		<updated>2025-06-21T22:12:22Z</updated>

		<summary type="html">&lt;p&gt;BunnyNabbit: Fix broken # anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Weaver]] was an internal tool used by [[LEGO Island]] developers to automate the process of creating [[Interleaf files]].&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Not much is known about Weaver outside of interviews with developers&amp;lt;ref&amp;gt;[https://docs.google.com/document/d/1chL_iGfo-h559vnR6ds_ZDnLWicZ48RYxFlf1wmV2aE/edit Interview with Brandon Davis, 3D artist on LEGO Island]&amp;lt;/ref&amp;gt; and [[LEGO_Island_Versions#Korean|recovered Weaver input files]]. It can be inferred that Weaver would take *.SS files, descriptors of the files to be interleaved and their parameters in some kind of C-like syntax, and produce &amp;quot;weaved&amp;quot; SI files for optimized streaming from a CD. Weaver, Interleaf files, and SS files all appear to be proprietary Mindscape tools, and while it was initially assumed they were only ever used for LEGO Island, Interleaf files were later discovered on another Mindscape title known as &#039;&#039;{{Wikipedia|Warhammer: Shadow of the Horned Rat}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Weaver could be considered analogous to an archiving program like Tar. It doesn&#039;t perform any compression, but does collect several files into one while also structuring them into one contiguous file.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
This file is JUKEBOXW.SS, which was mistakenly shipped with the Korean release of LEGO Island. It compiles to JUKEBOXW.SI, which :&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#include &amp;quot;..\Include\JukeBoxWorld_Actions.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
defineSettings Configuration&lt;br /&gt;
{&lt;br /&gt;
    bufferSizeKB = 64;&lt;br /&gt;
    buffersNum = 16;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//=================================================================&lt;br /&gt;
// Bitmaps&lt;br /&gt;
&lt;br /&gt;
defineStill Background_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\Media\JukeBox\backgrnd.bmp&amp;quot;;&lt;br /&gt;
    duration = INDEFINITE;&lt;br /&gt;
    location=(0,0,10);&lt;br /&gt;
    extra=&amp;quot;World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Right_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;q:\Lego\Media\JukeBox\Right.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(145,20,8);&lt;br /&gt;
//    transparency=FAST;&lt;br /&gt;
    extra=&amp;quot;Visibility:FALSE, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Decal_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;q:\Lego\Media\JukeBox\Decal.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(145,20,8);&lt;br /&gt;
//    transparency=FAST;&lt;br /&gt;
    extra=&amp;quot;Visibility:FALSE, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Wallis_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;q:\Lego\Media\JukeBox\Wallis.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(145,20,8);&lt;br /&gt;
//    transparency=FAST;&lt;br /&gt;
    extra=&amp;quot;Visibility:FALSE, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Nelson_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;q:\Lego\Media\JukeBox\Nelson.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(145,20,8);&lt;br /&gt;
//    transparency=FAST;&lt;br /&gt;
    extra=&amp;quot;Visibility:FALSE, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Torpedos_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;q:\Lego\Media\JukeBox\Torpedos.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(145,20,8);&lt;br /&gt;
//    transparency=FAST;&lt;br /&gt;
    extra=&amp;quot;Visibility:FALSE, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//=================================================================&lt;br /&gt;
// Controls&lt;br /&gt;
&lt;br /&gt;
//&lt;br /&gt;
// Volume down button&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
defineStill Voldown_Up_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\voldown.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(32,413,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Voldown_Down_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\voldownS.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(32,413,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
parallelAction Voldown_Ctl&lt;br /&gt;
{&lt;br /&gt;
    handlerClass=&amp;quot;MxControlPresenter&amp;quot;;&lt;br /&gt;
    Voldown_Up_Bitmap;&lt;br /&gt;
    Voldown_Down_Bitmap;&lt;br /&gt;
    loopingMethod=CACHE;&lt;br /&gt;
    extra=&amp;quot;Style:Map, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//&lt;br /&gt;
// Volume up button&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
defineStill Volup_Up_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\volup.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(558,417,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Volup_Down_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\volupS.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(558,417,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
parallelAction Volup_Ctl&lt;br /&gt;
{&lt;br /&gt;
    handlerClass=&amp;quot;MxControlPresenter&amp;quot;;&lt;br /&gt;
    Volup_Up_Bitmap;&lt;br /&gt;
    Volup_Down_Bitmap;&lt;br /&gt;
    loopingMethod=CACHE;&lt;br /&gt;
    extra=&amp;quot;Style:Map, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//&lt;br /&gt;
// disk back button&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
defineStill Dback_Up_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\dback.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(159,422,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Dback_Down_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\dbackS.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(159,422,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
parallelAction Dback_Ctl&lt;br /&gt;
{&lt;br /&gt;
    handlerClass=&amp;quot;MxControlPresenter&amp;quot;;&lt;br /&gt;
    Dback_Up_Bitmap;&lt;br /&gt;
    Dback_Down_Bitmap;&lt;br /&gt;
    loopingMethod=CACHE;&lt;br /&gt;
    extra=&amp;quot;Style:Map, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//&lt;br /&gt;
// disk forward button&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
defineStill Dfwd_Up_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\dfwd.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(391,422,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Dfwd_Down_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\dfwdS.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(391,422,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
parallelAction Dfwd_Ctl&lt;br /&gt;
{&lt;br /&gt;
    handlerClass=&amp;quot;MxControlPresenter&amp;quot;;&lt;br /&gt;
    Dfwd_Up_Bitmap;&lt;br /&gt;
    Dfwd_Down_Bitmap;&lt;br /&gt;
    loopingMethod=CACHE;&lt;br /&gt;
    extra=&amp;quot;Style:Map, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//&lt;br /&gt;
// Note button&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
defineStill Note_Up_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\note.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(270,420,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
defineStill Note_Down_Bitmap&lt;br /&gt;
{&lt;br /&gt;
    fileName = &amp;quot;Q:\Lego\media\jukebox\noteS.bmp&amp;quot;;&lt;br /&gt;
    duration=INDEFINITE;&lt;br /&gt;
    location=(270,420,9);&lt;br /&gt;
    paletteManagement=NONE;&lt;br /&gt;
    transparency=YES;&lt;br /&gt;
    extra=&amp;quot;BMP_ISMAP&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
parallelAction Note_Ctl&lt;br /&gt;
{&lt;br /&gt;
    handlerClass=&amp;quot;MxControlPresenter&amp;quot;;&lt;br /&gt;
    Note_Up_Bitmap;&lt;br /&gt;
    Note_Down_Bitmap;&lt;br /&gt;
    loopingMethod=CACHE;&lt;br /&gt;
    extra=&amp;quot;Style:Map, World:current&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//=================================================================&lt;br /&gt;
// StartUp&lt;br /&gt;
&lt;br /&gt;
parallelAction _StartUp Weave&lt;br /&gt;
{&lt;br /&gt;
    handlerClass = &amp;quot;LegoWorldPresenter&amp;quot;;&lt;br /&gt;
    extra=&amp;quot;Object:JukeBox&amp;quot;;&lt;br /&gt;
    &lt;br /&gt;
    Background_Bitmap;&lt;br /&gt;
    Right_Bitmap;&lt;br /&gt;
    Decal_Bitmap;&lt;br /&gt;
    Wallis_Bitmap;&lt;br /&gt;
    Nelson_Bitmap;&lt;br /&gt;
    Torpedos_Bitmap;&lt;br /&gt;
    Voldown_Ctl;&lt;br /&gt;
    Volup_Ctl;&lt;br /&gt;
    Dback_Ctl;&lt;br /&gt;
    Dfwd_Ctl;&lt;br /&gt;
    Note_Ctl;&lt;br /&gt;
}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>BunnyNabbit</name></author>
	</entry>
</feed>