Tuesday, 16 June 2015

Elite

Or, If I made Elite (which I am not doing) it would be like this. The video below shows a small demo/mock-up I made up with Processing already some time back. It incorporates only a small fraction of the game, basically the spaceship motion, game world (sun+planet+space station) and some shooting elements.




(Warning: This post is a bit long.)

When I think about whether Elite needs to be re-made, and what it would be like, my starting point is the ZX Spectrum version. I never thought that games look "worse" or "better" now than they did in the 1980s. It is mostly the inconveniences arising from poor framerate and storage schemes that need to be rethought, and not so much the overall look and sound of the game. For example, the elaborate dashboards in 8-bit games (such as Elite) were part of the character of the game, and making the game full screen with an overlaid display would compromise Elite for me.

Despite what I said about 8-bit visuals, I’d be interested in a higher resolution than the 256x192 available on the ZX Spectrum. I would still keep the amount of detail and information on screen about the same. What I mean, if the resolution is double of the original, such as 512x384, the graphic lines would also be doubly-thick, but there wouldn't be more of them. All the line thicknesses would be in proportion to the lines in the original. I did make the objects with filled polygons, but this is only apparent when objects pass each other.
Left: ZX Spectrum Elite. Right: The Processing mock-up. (The radar looks dull and the font is incorrect)
Of course, there was a sequel to Elite, called Frontier: Elite II. But to cut a long story short, Frontier is to Elite like Encyclopedia Galactica is to the Hitchhiker’s guide to the galaxy: More accurate and brimming with detail, but bureaucratic, pedantic and dull. Much like many others have already said, Elite is first and foremost a game, and only superficially a space simulation. 

To keep Elite the game, one has to accept that the player has an unique, privileged position on the game board. Enemy ships die from a few shots, but the player has strong, regenerating shields. The enemies cannot exploit strategies that the player can and do not work in the universe as the player does. I feel that Elite as a game, rather than a simulation, is a more fruitful starting point for inserting more and varied content.

Here's what I think about some themes:

Multiplayer? I’m not saying multiplayer is impossible (after all, board games work very well with multiple players), but it would need to be thought in so different terms that it would “break” the original Elite rules. The unique position of the player would be lost, and the game logic would have emerge very differently to the original. Maybe multi-player dogfights and skirmishes could be additional content rather than the main game.

New buyable ship types? A
lthough this seems like an obvious addition, I feel it is problematic to allow the player to simply buy a new ship type.

In Frontier:Elite II, the player was instantly allowed to trade the ship for a cheaper one, which left the player with a large amount of surplus credits with which to buy weapons and cargo. The otherwise inferior ship could be almost fully equipped, which largely removed the satisfaction of gradually acquiring new weapons systems. The player could sample different new weapons without having them as "rewards" of continued game play.

Possibly, if some other mechanic than simple buy/sell would be introduced for acquiring the new ships, it might work. Perhaps a ship trading license or licenses for new ship types could be introduced as an element to the later game, to renew player interest. 

Another reason for not including other player ships is "philosophical". If the player can change ships, why can't he leave the ship altogether? Or buy a space station or an apartment? Where does this end meaningfully? One way to define the boundaries Elite is to limit it as a game about one particular space ship type.

As arbitrary boundaries are set in any case, why not set the game boundary to just "Cobra mk. III simulation", just like subLOGIC Flight Simulator was a Cessna simulation? Focus on doing that well, just as it was in Elite. If we take Elite to be a game, then it has set, arbitrary rules, and this single-ship rule can be one of them. Again, it's not a simulation about living your life in the 25th century.


Galactic chart and the local chart from the ZX Spectrum version.
Expanded universe? The galaxies of the original Elite are a fairly uncontrolled random-generated mixture of dangerous and safe worlds. Some structure arises as routes through the galaxies are constrained by the hyperspace range of the Cobra. This range cannot be changed during the game. 

Here the game might benefit from a more structured universe, mostly as a way to control the game difficulty curve, but also to give more character to the localities. In my mind, there could be larger dangerous and alien zones that contain numerous planetary systems. Whole galactic regions might be excluded from a player who does not have enough hyperspace range or well-equipped ship. Portions of the galaxy could remain effectively “locked” for the newbie.


Planet data and market data from the original Elite, mostly an obfuscation.
New tradeable goods? I kind of like what Braben suggested in his Kickstarter pitch for Elite:Dangerous, that there would be uniquely local products that have somewhat different trade logic than the bulk wares sold and bought throughout the galaxy. At the same time I do not think having a longer list of tradeable items would improve the game greatly. It might even make it tedious. 

What would be welcome is a closer integration of the planet data, description and the available and desired goods. What passes for spices in one system might be a narcotic in another. If a planet is engaged in a “brutal civil war”, player could profit greatly with selling weapons to that system. On the other hand, selling weapons to that particular world might be deemed highly illegal by some institution, an act that might have influence somewhere. 

New missions? Certainly. But I dislike the banal generated missions of Frontier: Elite II. I would still keep the missions as fairly rare occurrences, only something that spices up the game now and then and helps maintain an illusion of a limitless universe where anything can happen. Some of the new equipment would be available through successful completion of these missions, just as in the original game.

Adding dimensions to the ordinary game content (Such as the civil war scenario above) would perhaps remove the need of having any generated missions anyway, as interesting situations might rise up from the plain gameplay. Admittedly, perhaps more than with my other suggestions, this is kind of easy to say and harder to put into action.

New weapons? Only in a limited way. I’m not so sure if there is even need for more missile or laser types. Upgrading the ship with the fairly closed set of weapons was part of the well-working interest curve of the original game. After acquiring military lasers, electronic countermeasures and the docking computer there was very little to do expect to grind to the “Elite” rating. Adding more levels inside this progress does not necessarily make it more interesting. 


There might be room for some special weapons, but these ought to trickle down very slowly to the player as very rare items, after having made most out of the basic upgrades. This would hopefully keep the game interesting after majority of the content has been revealed. Having hundreds of different items pop up at all time would, in my mind, dilute the effect of any special equipment, no matter how exceptional they are. 

More realistic flight model? No, not really. This is one of the key elements for keeping the game as a game. However, I don’t think the realistic flight model was a 
failure in Frontier: Elite II, on the contrary, it was very fascinating to explore the gravitational effects of planets. The problem was more with the way combat was then arranged around this concept, and the result was mostly unsatisfying long distance one-on-one fighting. For this reason I would keep the flight style fairly similar to the original because the game play becomes easier to manage. 

There is also something detracting about the way time could be "skipped" in Frontier, which in contrast to the realism of the idea actually tended to undermine the player's sense of "real time". I much prefer the idea of a jump drive, as in the ZX Spectrum Elite.


This is about as close the enemy ships should get in effective, normal combat situations.
I've not played the new Elite:Dangerous, but as the game has become closer to completion, the play videos seem to reveal that the combat takes place at fairly long distances. This is not what i would expect. The tracking gimbal-mounted lasers seem especially troubling, as to me Elite is about maneuvering your ship much like in a World War I aeroplane combat, no matter how unrealistic that is. Routinely reversing your ships thrust should also be discouraged.

The combat system can cheat and deceive to make the combat more interesting. The combat system needs to provide constant intimate situations Elite battles were made of. Possibly this can be achieved in having the perspective and coordinate space "close" to the player. Again, multiplayer hinders this possibility.

NPC and enemy interactions? The encounters with the other ships could be more richer than in the original: Enemy ships could occasionally fight each other, and even use the hyperdrive to escape. Many Elite remakes make use of this. Adding these elements ought to be made carefully, though. For example, the game can still create new enemy ships "out of nothing", when the situation so requires. In any way, coolness and narrative engagement should trump reality.

What else? As an additional point, I also think the player should not be forced to read much more during the game than in the original. It should not incorporate “scripted storylines”, or sprawling radio discussions with the NPC ships. The exception could be the missions, but even there the text ought to be quite terse and to the point.

So, there were my thoughts about what would make a good Elite.


Sunday, 31 May 2015

Day of Anger

It's not often I have the same film in multiple formats and editions, so I decided to make a little comparison from still images.

Day of Anger (I Giorni dell'ira, 1967) was directed by Tonino Valerii and it stars Giuliano Gemma and Lee Van Cleef. I tend to think it as an above average spaghetti western, but not outstanding. Admittedly it belongs to an earlier stage of Italian westerns and thus perhaps more innovative than it now seems.

Well, anyway, to the picture quality. I have an italian DVD from "Medusa", which does not have english dubbing or subtitles. So I eventually acquired the Blu-Ray/DVD combo, recently released by Arrow media.

(To see the bigger images properly, you have to click on the images and open them in a new browser window.)

DVD/ Medusa (position 1:03:10)

Even without having anything to compare to, the Medusa DVD does not seem so good. However, the image quality is much better than many cheap spaghetti releases.


DVD/ Arrow (position 1:04:37)


Focusing only on the horses, there seems to be not that much more detail, but then I realized the cropping in the Medusa version :) Overall, the image is of course sharper and the colors are clearer.


Blu-Ray Disc / Arrow

Looking at a still image, the difference between the Blu-Ray and the good DVD is almost as big as between the two DVDs. When watching the moving image, the difference is not that heightened. There's some film grain noise that's not visible in the lower resolution DVD. Note how the color red was a bit blurry in the DVD but not so here.

Monday, 4 May 2015

Raising the dead

"The Project"

I bought a desktop PC at the very beginning of 2007, built from parts. It was pretty good for a while but I eventually became disappointed with it, not the least because of Windows Vista and some poor behavior with the graphics card. I did change the graphics and the power supply around 2010, but did not go all the way with the updates. Then I got a cheap-ish Mini Mac and sort of cast that noisy hulk aside.

In the back of my head I kept thinking it could be revived with a suitable Linux distribution and some thought-out hardware upgrades. I knew the motherboard, Asus P5B Deluxe, had a good reputation for upgrading and overclocking. Only recently I got around to doing this.

Slowly gathering dust over the years... the front panel may have been shut since 2007.
Here's the changes I made, in order:

New hard drive: This was the first step. It would have been pointless to install Linux only to find it would be slowed down by the old, noisy hard disk. The size was not that important, I changed the old 320 gigabyte drive into a 500 gigabyte one. The price was about 60EUR.

New OS: The Linux Mint/Mate serves as the new operating system. Goodbye stupid Windows Vista.

I may need a bigger screen, though.
New processor: Frankly, I never believed I would switch the processor. But it was now cheap (15EUR) and I also found that changing the processor is simpler than I thought. I did have to buy that silver goo, though. (Something like 10-15EUR too?) From a 2,13GHz E6400 Core 2 Duo I switched to a 3GHz E8400 Core 2 Duo, with the intent to do some mild overclocking.

Left: The old processor. Middle: The new processor. Back: The fan.

Memory: I upgraded from 2 gigabytes to 4. The main reason was that I could with good conscience overclock the processor to 3,6GHz. The 800MHz DDR2 memory can keep up with it. These cost me about 30 EUR.

Craftsmanship: that someone cares what stuff looks even if it's almost never seen.
The overclocking from 3GHz to 3,6GHz was surprisingly painless. The old fan is sturdy enough to keep the temperatures low in everyday use. Here I set the core voltage to 1.25 and have encountered no problems as yet. This overclocking resulted in somewhat less than 20% speed improvement, but I think it was worthwhile. From what I've read on the net, the 3,6GHz ought to be a pretty good sweet spot of overclocking without yet having to worry too much about side effects.

All in all, I think I spent less than 150 Euros to bring back 8-year old hardware to life. The most expensive part was the hard disk which I bought as new. The other stuff was bought from net auctions and Linux is of course free. Obviously the 2010 purchases were a bit more costly but that was a long time ago...

This old horse is now faster than the Mac Mini and a lot faster than my Asus Chromebook C720. I might justify making it again as my main desk computer. I could have gone even further, but more extreme choices could have upped the price with relatively little improvement. Going a lot over 200 Euros I might just as well have bought a new cheap computer.

Edit: I noted that the speed improvement after overclocking was not quite as large as I expected, based on tests with my previous memory. It turned out I had to manually set the memory timings to CL4, that is 4-4-4-12. When I had used the SPD automatic settings it had apparently reverted to CL5 which is somehow worse than the original situation. Now with the manual settings I'm closer to the 20% speed increase.

The rig:

-Asus P5B Deluxe motherboard

-Zalman ZM-600HP PSU, supplying 600W power
-Intel Core 2 Duo E8400 3GHz clocked at 3,6GHz
-Radeon EAH5750 Formula (I think) graphics card
-2 X 2 Gigabyte G.Skill DDR2 800, F2-6400CL4D-4GBPK
-500 Gigabyte Western Digital Hard drive

Autumn 2015 additions:


-2 additional Gigabytes of memory, to a total of 6 (Corsair cm2x1024-6400c4)

-16 Gigabyte SSD drive for system files
-Blu-Ray drive
-Card reader front panel
-3.5" floppy drive
-USB 3.0 card

Note: the small SSD drive, taken out from the C720 chromebook, makes a huge speed difference in boot time and overall desktop experience, even if it is not the main drive. If only I had thought of buying an SSD before instead of the WD drive...

Tuesday, 21 April 2015

Rasp Case v 1.5



I put my Raspberry Pi 2 inside the chipboard/wooden box that previously hosted the old Raspi version. It's not an ideal switch, partly because of certain layout changes in the new Raspberry.

The new Raspi is in some ways better for this type of corner placement than the old, and with the added USB ports I decided not to connect it to a USB hub. However the microSD connector is now hidden inside the case. 

There are now 4 screw positions in the circuit board which is better than the two. The board can be fit very firmly to the case bottom with 3mm machine screws. To fit them I had to drill through the screw holes with a 3mm drill, though. (I don't remember having to do that before)


The USB positioning means the keyboard cable now comes outside from the box and back into the Raspi. I've not had the heart to cut the cable and make some kind of on-board connection. It WOULD have been possible to face the USBs towards the inside just as before, and use the USB hub to pull them out. This would have helpfully exposed the SD card too.

The Network cable output does not need to be extended either. The composite video is not only physically different, it's a bit different to set up in the boot I currently use so I've not connected it to the backside either. Also, it can also be reached from the side of the case.

It's possible that I'll put my old Rasp 1 back into this box and devise something new for the 2B.


A short how-to

Below I have some loose schematics about how the case is built, something that I did not discuss before. The cover that holds the keyboard has the side boards glued into it. The back panel and the case bottom are glued (and screwed) together.

Not to scale.
The cover part is removable and connected with machine screws, as shown in the section image below. This is achieved by embedding M3 size nuts into the side panels, leaving room for the screw to penetrate (all this sounds bit rude). A thin veneer glued to the bottom of the side panel holds the nuts in place. The 3mm holes into the veneer have to be made quite carefully. A thicker material could be used as well.
All this because the machine screws/nuts make the cover more replaceable. Wood screws might also suffice, it's not like they would ruin the parts very quickly.

The picture below shows in elevation how the Raspberry Pi is the connected to the bottom panel. This really does not need much explanation. None of the pictures are in any kind of scale, I'm just showing the basic principle.



Wednesday, 8 April 2015

Ultima IV remastered


To me, like many others, Ultima IV was one of the best game experiences ever. My first encounter with the game was on the Commodore 64, so I was quite excited to hear that the game has been "remastered"... on the C64!

The new version fits on two disk sides (or one, if you have 1581, or even a cartridge if you have the hardware) instead of the four original floppies. As is often the case with these new releases, they don't play too well with a SD2IEC, the cheapest of floppy replacements (The loading gets stuck to the screen after the trainer selections) However I could "burn" the images to real floppies with D64IT in order to play with the real hardware.

The introduction graphics have been re-made in multicolour graphics by Mermaid, one of the best (if not the best) current C64-graphicians. The images are of high standard and respectful of the originals and the Ultima tradition overall.

The in-game graphics have been upgraded too, to correspond more closely to the style of Ultima V. Although this might not have been necessary, I feel it has been generally very successful. Only if I'm getting real nit-picky, some of the graphics that could not be brought from Ultima V (e.g. shepherd figure and the like) look a bit incongruous side-to-side with the new ones and would have benefited from some more rethinking. But I can also respect that the graphics have been kept authentic to Ultima where possible.

I haven't played very far so I haven't found any of the enhanced dialogue, besides the inclusion of lower-case/upper-case font which certainly makes the text more readable.


Playing on a real C64 is very slow compared to the hyperfast PC and emulated versions. Especially combat with a large party is a frustrating experience. Perhaps the best addition to the game is the Active Player selection for Combat. With the Active Player, you can simply use one of your characters to kill the stupid critters.

However, even with this improvement, I have to confess I probably can't find it in me to play the C64 version. Perhaps someday someone will rewrite the entire game!

The release features trainer/cheat options, but I would have liked an option to make the game a bit more difficult! The combat in UIV is almost offendingly non-lifethreatening. A crude approach might be to give player HP as LEVEL * 30 rather than LEVEL * 100. Or make the Sling less useful as a weapon, forcing the player to consider melee weapons. It's a hard balance to make but I'd have less battles and more risks involved, something that was done better in UV.

In any case, an amazing release!

Saturday, 28 March 2015

The Chromebook strikes back

I had some woes with the Ubuntu 14.10 install on my Acer C720 Chromebook. (See previous post) Even after things improved with fixing display polling and swapdisk usage issues, the compiz/unity managed to produce tiny hiccups and browsing could still bring the system to a standstill. I also encountered unexplainable behavior, such as Processing refusing to run sketches when on battery power. (Hey, I'm just describing what I've seen.)

Now I have both switched to a MyDigital 128GB SSD drive and installed Ubuntu/LXDE using this one weird trick. Now the ChromeOS and the LXDE happily co-exist and they can also share stuff in the Downloads folder. Yes, the desktop might look a bit bare but that's what I like nowadays.

Taking a screenshot using scrot, outputting to Downloads directory and adding the images to this very blog entry in the ChromeOS browser.

I expected the whole thing (both the SSD and the crouton install) to be difficult or timeconsuming but in fact it was all very simple. After you have the ChromeOS recovery USB stick, you can experiment with almost whatever and get your ChromeOS back if you mess things.

The new C720

On the positive side: I've encountered no speed hiccups, halts or other major problems. The touchpad works and I've yet to see any wifi problems either. The switch between the ChromeOS side and the LXDE sides is rapid and thus awesome. My Processing sketches run smoothly and browsing does not choke.


Now, when I turn on the computer, It'll go to ChromeOS after pressing CTRL+D at the start. There I press CTRL+ALT+t to invoke the chrosh developer shell, and type shell to get to the Linux terminal, where again sudo startlxde runs LXDE. It sounds like a rigmarole but I think in the end I'm at the desk faster than with the previous Ubuntu install, which, bear in mind, did not have the handy ChromeOS switch.

Some small issues:
  • Despite setting the keyboard layout via setxkbmap, Scandinavian characters don't either function or display universally. To an extent this was already a problem with the previous Ubuntu install.
    • It's a locale issue. File called /etc/default/locale ought to have LANG=en_US.utf8. The setxkbmap se can be inserted into /etc/xdg/lxsession/LXDE/autostart. These work after restarting.
  • Trying to add a Volume Control element into the bottom panel resulted in a non-response. Using alsamixer from the terminal I could at least alter the master volume level.
    • Erm, it does seem to add it now without problems. I don't know what's different.
  • Inserting USB sticks and SD cards don't seem to register well on the ChromeOS side, but it remembers to whine about them even if the devices have been both mounted and ejected on the LXDE desktop.
  • The filesystem seems to have a mistaken idea about the time/date of files from another system (memorystick etc), they can be two hours off. This goes so far that if a file brought from another computer is "in the future" it may not be shown in the desk windows.
  • The Chromebook does not have F11 or F12, which are often important keys in emulators. (Because old computers mostly had only F1-F10)
    • xmodmap -e "keycode 133 = F11" makes the Magnifying Glass key into F11, and xmodmap -e "keycode 49 = F12" will make the key below ESC into F12.
      • Putting these in the autostart (see above) seems to be a bit hit/miss. I might blame the crouton integration. (see below)
  • Some adventurous attempts at getting Steam to run on this setup resulted in the startlxde failing to take me to chroot, with message "unable to connect to X server: No such file or directory"
    • sudo sh -e ~/Downloads/crouton -n precise -u brought it back to life. (Where 'precise' is the name of the chroot in question.)
    • Tip: Perhaps it's too much to expect Steam to work on this install. Well, some people on the net have managed to do it.
  • It may be worth of note that copy/paste clipboard does not work between the ChromeOS and chroot side. 
    • Creative uses of the shared Download folder helps this somewhat. For example I can set up a textfile for the purposes of sharing snippets. The need does not come up that often, though.
    • A more definite solution comes out from loading the crouton integration from the Chrome Web store. It also needs the crouton extension, from the command line.
  • MIDI did not immediately work, this was due to some permission issues related to the drivers.
    • sudo setfacl -m u:yourusername:rw /dev/snd/*
  • If the chroot desktop offers to upgrade the distribution version, don't do it, it's a waste of time. It's a bit unclear how to proceed with a version upgrade.
So the Chromebook dualboot does require a bit of tinkering, but I'm already much happier with this than the previous Ubuntu install. Currently my uses for the LXDE side are fairly narrow and my first priority is not to make it into a modern desktop computer anyway. Plus that I'm a bit hesitant to install something that might compromise the smooth working of the desk. The ChromeOS side does certain things well enough.

Thanks again for marq for helping sort many of these issues out.

Monday, 23 March 2015

Caverns of Larn on Linux?

I'm a bit surprised that Noah Morgan's Larn from 1986 is not directly available from Linux repositories. (I can get it for mac from Macports, for example.)

Yet, Larn can be compiled from the sources here. Extract the archive, then off to the /src directory and as they say sudo make and then sudo make install. Then run the ./larn.sh from directory above.

The compiler may miss the curses.h library, which can be installed with these helpful instructions.

For example,

$ sudo apt-get install libncurses5-dev libncursesw5-dev

The Larn version seems to be the real deal content-wise, though it plays slightly different to one I'm used to. Usually the game gives suggestions for descending staircases, entering buildings, opening doors, chests, praying on altars etc, here you have to use keys. I'm not sure if this can be configured from the command line or if it is defined or absent altogether in this source. More crucially, the version seems to be a bit more explicit about certain potion and scroll effects, which may have been silent in other versions.

Sadly I've found the Linux game to halt occasionally with no helpful output as to why. This has happened when dealing damage to a monster or falling into a pit.

Edit: This might be an adaptation of the DOS version of Larn. I'm more familiar with the Atari ST and Macintosh versions.


Some Larn hints for beginners

The game works with the typical hjklyubn direction keys. Use w to wield weapons, W to wear armour, T to take off armor. Comma key picks up objects, d drops them. Use q to quaff potions and r to read scrolls/books. The key c casts spells, which are three-letter combinations. You learn the spells from books. Casting spells reduces your "spell" count, but it will replenish automatically.

(In some versions you also need: E key to enter, < > climb stairs, O open doors/chests.)

Home, LRS office, DND store, College of Larn, Bank of Larn, Volcano, Dungeon Entrance, Trading Post and DND store.

From the top world you can enter various places. There are two dungeons, the dungeon proper and the Volcano. Don't enter the Volcano unless you know what you are doing, or have pretty much destroyed the dungeon first.

The very beginning: Sweep clean the first dungeon level before bothering to go down. There are no really dangerous monsters on level 1, just be a bit careful with slow hobgoblins (H) and multiple enemies. Remember, you have the magic missile spell ("mle") from the beginning, but don't trust it to work every time.

Low level characters: Don't open any chests, avoid the altars, don't wash yourselves in a fountain, don't pry off any jewels off thrones and don't open any doors if possible. You'll live longer. Go down only when you are at least level 3. Hopefully you can afford some weapon and armor, too. There you need to start using your "mle" spell actively, because letting the monsters close on you is never very wise.

Potions (!), Scrolls (?), Chest (C), Altar (A), Statue (&), Jewel (<), Staircase (%), Trap (^)
Still, it is sometimes unavoidable that you fall into a pit and soon after into a teleport trap, together these can easily drop you down 3 dungeon levels lower than you intended. A hellhound or a white dragon can easily kill a low-level or poorly equipped character. Then your prime imperative is to find the stairways up.


Later on...

Something that can mess your life early on are the potion and scroll effects, which you desperately need but are unknown to you. One viable strategy is to collect as many potions and scrolls as you can, and when you have 3400 gold, buy and read the Scroll of Identity and see what you have.

All rings and magic items carried bring a cumulative effect and work automatically without you having to "wear" them. Energy rings and rings of regeneration are highly desirable, the former brings back spells and the latter returns hit points faster.

Finding every trick for fund-raising and monster-killing is part of the game so I won't tell everything. Let's just say that visibility-enhancements are also desirable whereas powerful long range spells will give an enormous advantage.

And really, never open a door repeatedly without looking what the effect is.

Play Larn online at http://larn.orgMy views on the online version and some further gameplay notes here.
A later, more spoilerific post about the Larn Volcano Lottery here.