Jason Thor Hall / PirateSoftware / Maldavius Figtree / DarkSphere Creations / Maldavius / Thorwich / Witness X / @PotatoSec - Incompetent Furry Programmer, Blizzard Nepo Baby, Lies about almost every thing in his life, Industry Shill, Carried by his father, Hate boner against Ross Scott of Accursed Farms, False Flagger

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Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 33 0.8%
  • YandereDev finishes developing his game

    Votes: 412 9.7%
  • Grummz finishes developing his game

    Votes: 117 2.7%
  • Chris Roberts finishes developing his game

    Votes: 143 3.3%
  • Cold fusion

    Votes: 1,638 38.4%
  • The inevitable heat death of the universe

    Votes: 1,926 45.1%

  • Total voters
    4,269
Why does he not say that he wrote the code so that it's human readable? I don't get it. It's just an array of game state variables right?
A professional's definition of human readable code would be very different, this is sort of like a cave man's definition of human readable

As a narcissist myself I can't think of any way to justify how terrible his massive array is; the performance cope is just cause it is the most understandable by an unprofessional and therefore the most believable lie he can tell his audience.
 
Why does he not say that he wrote the code so that it's human readable? I don't get it. It's just an array of game state variables right?
Because Mald's code is very hard to read and runs like shit lol. The save data structure is just a poor example of it. The Coding Jesus video showed his stuff after getting run through a decompiler, but even accounting for the information lost with that method of code review it still looks bad.

Iirc the main complaints were:
1. Mald's solution for adding lighting to sprites was really bad for performance, with good evidence as to why and the right way to do it with comparisons. Exponential performance drain with more light sources in scene.
2. In general it doesn't look like he revisits any of his code ever so long as it works? There's a switch statement with only the default case, so it's clear he removed the other options at some point. Also a bunch of other code (especially in his lighting solution) that is really hard to read and could be simplified down for both readability and performance.
3. There is a 2D array for tracking dialogue state. IMO this was the weakest point in the video because the main complaints were that it would be hard to scale up or just be generally cumbersome to account for in other scripts. I would personally cut Mald some slack with this one. It just looks like an unconventional solution that still could work, as opposed to the 2D Lighting Threadkiller that can only draw left and right gradients.

It's not YandereDev bad, but still not very good. Also this may have been mentioned earlier, but he's so smug about writing DRM into the game by checking for Steam achievements, which ended up getting the game cracked immediately by running it through a Steam emulator.
 
If this guy hadn't kept aggressively popping up in my recommendation feeds across all platforms with Andrew Tate levels of spam a couple months ago I wouldn't give a flying fuck about him. For a self-proclaimed pro hacker and game dev he never seemed to do all that much hacking or developing, nevermind actually giving useful advice to people who donated to his streams with these hopes.

Glad to see Jason spiral deeper and deeper into the abyss of retardation - at least now he has become someone worth following, let it be just for them lolz.
 
YouTube | Archive


More Quintheo coverage, interviews Level 5 Fish as well, touches on the smart fridge.

Edit: He discusses the theory, based on the video footage, that it's not on the smart fridge (I might be late on this theory, I didn't pick up on this potential, I don't care about smart fridges), and just being mirrored and that the display is only being used for controls and the mirroring.

So if it comes out that the guy never ran it on the smart fridge's own hardware.... We got fresh milk.
 
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Forgive my ignorance but isn't there a formatting or reference sheet you can attach to code so it doesn't have so many comments?

Or do the comments get removed when you compile? Does it minify?

I keep hearing the code is crap
Comments are for human readers, they mean nothing for the computer. So when the human-readable source code is compiled into machine instructions, the comments do not produce any output. Some compilers allow you to export "debugging symbols" into the machine code file, retaining human-readable symbolic names for addresses, so that it will be easier to know what instruction you're at when you're debugging the program.
 
As much as I enjoy alogging Jason's code, I think the way more important problem is Heartbound itself.
Mechanically, the game is the most basic "top down 2D rpg" shit, he doesn't have to care too much about performance as the engine (GM) is doing most of the heavy lifting here. Arrays, structs, fucking etching the dialogue into clay tablets - doesn't matter, in case of a game so stupidly simple as this, it's all negligible. Unless he looked through the disassembly of the compiled binary, he likely has no idea if any of his 1000IQ ideas have any impact on the performance. I wouldn't be surprised if most of it is automatically optimized away by the compiler anyway.

But it doesn't matter, because the game is just not fun.
The writing is atrocious, the characters are annoying and forgettable, which is a death kiss for a game like this, having characters people care about is sometimes even more important than the overall story, see: every fandom ever.
The environments look bland and uninspired, they are lifeless and feeling "artificial".
The story... I don't even really understand what the story is all about, it's so disjointed and boring it literally put me to sleep.

He can argue with alogs all day, smugly proclaiming their code reviews are nitpicks that don't really matter and he is right in a sense, but not in a way he thinks.

ETA: I find it somewhat funny that all critiques I have, are also things that Ross often mentions in his Game Dungeon videos - bland worlds that don't create any sense of immersion, characters that behave in idiotic and unrealistic ways, etc.
 
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Comments are for human readers, they mean nothing for the computer. So when the human-readable source code is compiled into machine instructions, the comments do not produce any output. Some compilers allow you to export "debugging symbols" into the machine code file, retaining human-readable symbolic names for addresses, so that it will be easier to know what instruction you're at when you're debugging the program.
OK I sort of understand considering how many comments he's adding wouldn't compiling the code with the comments make the program bulky? I would assume a dev/debug build would need them for debugging.

I've seen people go over "leaked" source code (not Jason's code) and laugh at comments left but from the glimpse of Jason's code he seems to have a lot of comments¡?!
 
OK I sort of understand considering how many comments he's adding wouldn't compiling the code with the comments make the program bulky? I would assume a dev/debug build would need them for debugging.

I've seen people go over "leaked" source code (not Jason's code) and laugh at comments left but from the glimpse of Jason's code he seems to have a lot of comments¡?!
It depends on what the comments are.
He uses a lot of unorthodox methods that are less readable on their own and need him to explain what they are. Many comments is usually good but a non-programmer should be able to use them to understand what is happening.
Generally, there is little performance or filesize difference based on comment amount.
 
YouTube | Archive


More Quintheo coverage, interviews Level 5 Fish as well, touches on the smart fridge.
On 19:59 he mentions that Heartbound might not even be running on the smart fridge, but is just screen sharing the laptop.


Edit:
So I checked the log messages earlier on in the video. Those are Tizen sideloading logs. Tizen is the OS the fridge runs on. GameMaker until 2017 had an option to export to Tizen.

Edit: Tizen also can run some APKs though some compatibility layer.
 
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I've seen people go over "leaked" source code (not Jason's code) and laugh at comments left but from the glimpse of Jason's code he seems to have a lot of comments¡?!
Not to defend Jason, but leaving a lot of comments for yourself is wise particularly when the project turns into a long slog that you abandon for years. This is a different argument from whether your statements are self-documenting; you need to lay out what the reasons you did something are, and what the apparent (especially the marginally handled) edge cases are, when these things are still fresh in your mind. His binary isn't bloated by the comments and his working on the game isn't slowed down by the comments either. He is just lazy and doesn't have anything to gain from finishing the game, which he knows in his heart is just an edgy teenager's unoriginal emo turd.
 
Yeah it is still changing his voice by definition but when I think of voice changes i think of pitch shifting etc.

As for the clip—yeah I see where you’re coming from. Personally I’m still not 100% convinced he has a pitch shifter, I’m more on the side of voice training. That’s some pretty strong evidence though, hopefully we can get more clips like this in the future.

The end stood out the most to me, how his voice is high pitched then goes down in pitch without moving his head away like you mentioned.

insane behavior dude


Yup that clip is why I’m on the side of close microphone + voice training. I’d like to see a poll on this.
View attachment 7642784

I did finally figure it out, you don't just need to EQ the vocal you also need to pitch his voice up by a semitone, exactly one semitone, to hear his real voice. This is a before and after.
 
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