found another little routine (SGL: $B238) that reads some data from somewhere and draws tiny Fortran logos to the screen at certain spots.
...
as an aside, my personal feelings on this disassembly are mixed; it's incredible getting to uncover and look at all this stuff that has been buried for over 30 years, but at the same time, it's like finding a box of jigsaw puzzles where half the pieces are missing. as much as you can piece together, you'll never have the full thing, and there are always going to be weird pieces that don't fit in anywhere.
This exact feeling of not having all the pieces is something that is so painfully common in this general sphere of work.
It's the exact same with basically every aspect of Psychonauts and I've talked about it before. Whether it's digging through the dev documents we have, the script files or even recovering pre-release screenshots. It always feels like without a build from the exact time those things were made, we are and probably always will be missing so many pieces to the puzzle even when we have a bunch of pieces from various sources that can be pieced together to make a solid inference it's just so painful not being able to see those things in action. A good example of that would be sleeping G-Men. We can see the animation, we have a document that describes where it'd be used and then we can make a guess on the developer's intentions but we'll probably never see the build where those things came into play. We'll never know how many more pieces we're missing.
Take the scrapped Nightmare Lungfish fight for another example. We have a few scraps of footage, and a lot of code for it but there's a bunch of pieces missing. We can make facsimiles of those pieces sometimes (some files from this fight are missing but other files were based on copies of them and we can kind of work backwards from there) but it's not really the same.
And none of this is to mention all the orphaned things where we have maybe a handful of elements but all the other places where we could possibly connect them are just dead ends.
It's strange. Putting together these pieces can be so exciting especially when you stumble upon a bunch of new stuff and suddenly there's tons of connections that can be made and sometimes you get cases where 12 lines of code make you realise there's been whole rabbithole hiding under your nose, but that excitement is often dulled by the want for more and it can be easy to lose sight of how lucky it is that we have the stuff we do have.