Jump to content

Home

Benny

Mojo Updater
  • Posts

    2093
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Benny

  1. I love this thread and much as it pains me to say it Remi is right, it's deffo #1
  2. SCUMM games contain the interpreter (the exe file) and the resource files (the game data). To find the version info for the interpreter you run the game (in dosbox these days) with an invalid command line parameter like /? and it'll output the version of the interpreter and its build date Interpreter Verson 5.2.02 (Nov 21 1991 08:35:15) Unknown flag: '/?' The game data also has version info that you can access by pressing ctrl+v ingame. For years we've had text files with lists of different interpreter versions but not the version info from the scripts. For the 3 of us who care about things like this its a pain to gather the different information. I've made a program that automatically extracts the version information from a folder of SCUMM games, puts it in a grid and lets you export it to a spreadsheet. For the interpreters only the Dos and Windows versions are parsed but for the game scripts its platform-agnostic and has been tested with Amiga, Atari, FM-Towns and Mac games. Download it here. Here is my list of version information. One oddity I've noticed from the game scripts is that the DOTT demo is named in the game scripts as "Day of the Tentacle BBS Contest DEMO". Anyone know anything about any contest for DOTT?
  3. The art and animation looks great in the trailer. I don't understand how anyone could watch that and not be giddy with excitement and positivity.
  4. You monster, I will never be able to unhear this now (well done)
  5. Having a closer look into the wavebank format again (its been years), it looks to me like the loop points are embedded in the wavebank not the soundbank as I said earlier. If that's the case then possible solutions are: Rename the MusicNew wavebank + soundbank to MusicOriginal so the game just uses them. I just had a quick test of this, it didn't work so I changed the internal names inside the wavebank and soundbank to MusicOriginal. This didn't work as there's a checksum in the soundbank, so I fixed that and...it worked. Except of course the wrong tracks play as they are listed in a different order in musicnew and musicoriginal. You could patch the loop points back into the wavebank after you've built it. If you use the unxwb tool with the -l and -v flags you'll be able to see the region offset for each sound. I think that's the start position for looped audio, its a 4 byte value. So you could make a tool to change those region offset values in the new wavebank.
  6. Where does it sound noticeably wrong? I've just rebuilt the bank and I don't notice any issues so far in woodtick. I cant use your save from the first post, every version of SE2 that I have packs their saves into monkey2.bin.
  7. XGS files are settings for the project. The blocksize might not be it, its just a possibility as I know that it can affect loop points.
  8. As Serge says, its not the audio data that contains the loops its the soundbank (xsb file). You can also build soundbanks in XACT, you drag a track from the wavebank into it and build cues and loop points but that will be a hassle. Again as Serge says, you would expect the game to just use the loops from the xsb so I would guess its one of: ADPCM blocksize - this can affect looping as the blocksize affects block alignment. Try lowering Samples per block on the wavebank. Your wavebank has the SYNC_DISABLED and BANK+ENTRYNAMES flags set - the original doesn't. On the wavebank in xact turn off 'friendly names' and turn on 'sync in-game data'. I havent built it to try but these should remove those flags.
  9. I just gave it a quick try in WinUAE and those keys didn't work, but then again I couldn't get debug mode working on it either so I may have had issues with the keymap or a wonky copy of the game. Shift+F9 and Shift+F10 are indeed the keys for recording/playing back a demo. Whether they are active depends on the version of the game. Normally I think you you need a full windex debug interpreter for the recording/playback functionality to be enabled (like the one included with the MI2 talkie prototype). So the pc cd version of MI2 doesn't let you do it, even in debug mode. However that functionality is enabled in the pc floppy version of MI2 without needing to enable debug mode. So I can well imagine that there's a version of the Amiga MI2 interpreter where playback and recording is enabled.
  10. I haven't looked into it but it could be one of these commands: Palette intensity (this was a command in SCUMM v6+ but I don't know if it existed in earlier versions) The lights command which could either be used for a light beam or to set the lights in the room (again in v6+ so I dont know about earlier) Decompiling and comparing the scripts would confirm if its one of those commands.
  11. Normally I don't like any of this kind of stuff but the Fate of Atlantis idol does look good. This looks to be the original source of the model, I've found it unpainted on ebay but this painted one from Etsy does look good.
  12. I have them but I've been told that Carl-Johan Höiby asked for his two songs to be removed, so I'll respect that. This is the medley (I think)
  13. Yes, on pc the DVD release is still the only way to get the Boen version of episode 1. I remember them saying they would update it for everyone else, but they never did. By way of penance for the mistake I've made this. Its the voice files from the DVD version backported to the older downloadable version. To use it, backup the original voice .ttarch and replace it with this. Benefits: It has Earl Boen's voice for LeChuck. The quality of some of the voices will be better. The original release stored some voices as ogg and some as speex which is lower quality. In the DVD version all voices are ogg. Drawbacks: The lipsync and animations were redone for Boen's LeChuck. So LeChuck's lipsync will be wrong. This is particularly noticeable with longer lines of dialog like in the intro. How was this made?: The DVD version uses a slightly newer version of the Telltale engine so you cant just drop the DVD bundle into the original release and have it work. I dumped all the voice files from the DVD voice bundle, wrote a quick program to parse the .aud files and make them the same format as the .aud files from the original release. Then I built a new .ttarch bundle with the modified files. I had a look at backporting the .anm animations to fix the lipsync issue but the format is noticeably different between the two versions so after a quick try I abandoned it.
  14. Our ears failed us, the version in the Limited Run pack is the original Harrington one.
  15. Before Jason made the Mojo post we checked that it was Boen. I installed episode 1 of TMI from Limited Run and extracted a few bits of LeChuck speech to confirm it. Now I'm second guessing that and wondering if our ears failed us.
  16. I completed it a few days ago. Its a superb game, really polished and certainly the best game Doublefine has made.
  17. Doxbox-X or Virtualbox would be fine I'm sure. It'd just be having to install Windows 95 that would be a pain.
  18. Some people have recently been trying to run Curse of Monkey Island natively rather than through ScummVM. I wrote programs to help with this years ago but haven't updated them since ScummVM became more capable. Here for when I forget this in a week for posterity is a quick guide to getting CMI working in Windows 10: Install the game using my installer The game will work fine in windowed mode but will just crash in fullscreen so... Get DGVoodoo2 In the zip extract the dlls in the \ms\x86\ folder to your CMI folder The game will then run fine in fullscreen. If you want to change the aspect ratio and scaling extract dgVoodooCpl.exe to the CMI folder and run it. For those who don't want to go digging for their original cds, archive.org has ISO images for CMI. Why is this necessary? CMI has a 16 bit installer, so it wont work in 64 bit versions of Windows. Hence my installer. CMI normally needs the cd's inserted to play - my installer and launcher fixes that. In Windows 10 CMI refuses to work in fullscreen no matter what compatibility settings I try. DGVoodoo2 converts the old graphics API's to their modern equivalent and this lets CMI work fullscreen.
  19. That looks great, what a demake that would be. The music as 8 bit chiptune tracks. 8 bit Rusty Anchor.
  20. I've released new versions of 4 programs: Double Fine Explorer adds support for the .isb files in Psychonauts so it can play all music/speech/sfx and fixes some minor issues with the main .pkg bundle. See the readme for more information. Telltale Music Extractor, Telltale Speech Extractor and Telltale Explorer now all support The Walking Dead Definitive Series and the wonderful Sam & Max Save the World remaster. Download links on the software page.
  21. Nicely done! I used to have scripts for a number of games where I'd batch decompiled them all. This is much better, I like the way you've arranged and commented them.
×
×
  • Create New...