i have a lot of time on my hands at the moment so i have the luxury of tapping away at Hal's brains for as long as I like!
Hmm, I too wondered about the use of a HTML setup, I don't know Java, but having had a look at the demo site, it seems fairly straightforward. I think a winamp type interface would be great, it would be nice to change the way the menu comes up for example, and have a few controls that could directly manipulate Hal from one front panel.
Before I rediscovered Hal recently(I had seen something a long time ago about the project) I had been trying to write a similar program. I hadn't got to the state of Hal, I'd only got as far as word and sentance manipulation with a reduced languge set called OGDENS BASIC ENGLISH. It's the English language reduced to a few hundred words and I thought a good building block for an AI. My idea was for the AI to work around words and their meanings, rather than relationships between sentences. That way I thought it could eventually construct intelligent sentences. So I do have some aquired knowledge which helps! On that subject i notice that the inbuilt dictionary has an immense amount of usefullness that could be expolited - I see that the writer of the XTF brain was working with it's Meronyms and word links - this I think is well worth exploring as it means Hal can take a base subject and explore it's other aspects. Like for example, rather than simply saying 'I understand you have a new car', Hal could ask you about it's interior, lights, colour, engine etc. If you wanted!
But thats the way to go I think, because it makes Hal more enquiring which is what intellegence is all about. We shall see!!
Yes - I see what you mean about the Default PSN. With my method though you can set up an emotion.brn to link to whichever HAP files you like. You would have to set up your own emotion.brn for each different character with their own unique set of emotion files. That way Hal would stop using the deault.psn ( I removed mine ) and use the ones you have programmed. As far as I can see each HTR comes with it's own animations embedded, and also in some cases with a DEFinition file with further enhancements. The trick is to get hal to use these because Hal 'as is' only uses a few default ones.
Unfortunately there doesn't seem to be much guidance about so I may have to fork out for the Haptek tools at some point, when I've finished poking around that poor demo girl of theirs!
[

][

][

]