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    Tales of MI
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Krasas's Achievements


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  1. In case anyone's still interested for an alternative, I'm making available the source files (python 2.7 code) and a binary version for the translation tools we used for the greek translation of MI:SE (completed) and MI2:SE (translation is work in progress). The source files are in a git-hub repository here: https://github.com/ShadowNate/MISETranslator The most recent zipped package (with a binary executable) is here* (compressed with 7-zip; just un-zip to a folder and run the MISEDialogTranslate.exe): https://docs.google.com/file/d/0B8pmRRU8RZN7RVFjZklOdm4zcU0/edit The code is not as well written nor as organised as I'd like, but it does the job; well, at least it did for the greek translation I have used the PyQt4 v4.9.2 and Python Imaging Library (PIL) libraries for Python 2.7, so you'll need to install those if you want to edit the code and run it with python. The translation tools are aimed for the PC (Steam) versions of the MI:SE and MI2:SE (I haven't tested with the XBOX or other versions). Note that they are mostly intented for translation teams that need to extend the font files in order to add support for (multiple) non-latin characters of their native language, while maintaining the latin characters used in-game in the original English translation) The tools support the translation of the speech.info, uiText.info, *.hints.csv and credits.xml files. The French language texts in the original game will be replaced with the new translation. The main application (MISEDialogTranslate) is used to translate the dialogue text, ui text, hints and credits. From the "Tools" menu section you can launch the "Fonts Mod tool", that is used to extend the font files, and also the "Repacking tool", that can be used to recreate a valid .pak file containing the custom translation (in case you want to use that to ultimately create a binary patch). I have included some basic documentation in the readme.txt, though perhaps more details are required for the usage of some of the functionalities. *. For the creation of the binary, I have used pyinstaller 2.x . Although the executable contains no malware, some antivirus -for example Avast!, may display warnings such as "The file prevalance is low" and run the application in sandbox mode (if you have enabled this in avast!) until you verify that you want to "continue the execution". I don't know how I can prevent this from my side (any ideas are welcome), but in any case, since the source files are availble, you can skip running the executable and try the source files directly. The tools were tested in Windows 7. They should run in Linux distibutions too (at some point I had tested them in multiple Ubuntu installations -though not the most recent versions). The translation tool is provided as is, and is considered to be a beta version. As I said, it works fine for the purposes of the greek translation, and I have tried to facilitate the capability to use other encodings (the default is the greek: windows-1253), but I have not tested this. I intent to work on the code further so as to add some extra or missing functionalities, and organize it better, but I have no timeschedule for this and I have quite limited free time, so I make no promises.
  2. Hmm, I understand. For our translation project, I had coded a re-paker (command line tool in python) to create the monkey.pak file from all the extracted (and modified) files, so, that would probably have helped you with the lordtrilobite's dxt issue. It would require more steps than if you had lordtrilobite's dds files, but it should work. So basically the steps to get the modified dds to work on would be: 1) Extract all files from the original pak file using bgbennyboy's MISE Explorer 0.5 2) copy any modified files overwriting the originals 3) repack the files into a new pak 4) Extract the modified dds you need again with bgbennyboy's MISE Explorer I know that you have now probably finished your work, so that's no more of use to you, but pm me if you are interested in such a repaker. (it only works for SoMI:SE at the moment, not MI2:SE).
  3. Hi, OzzieMonkey. LordTrilobite has already released a patch with some of the background bugs fixed (see his signature link: http://www.lucasforums.com/showpost.php?p=2671757&postcount=4 ). Are you working on top of his fixes?
  4. I'm probably a bit late here, but kudos on seeing this project through LogicDeLuxe! And thank you for doing this!
  5. Like I mentioned (years ago ), I finally found some time to work on some translation apps in python for the greek language i.e. a language that needs you to add new characters, (you can't get away with replacing "unused" characters from the existing in the png). My apps so far seem to work, however: a) I need to complete the translation to verify that no unexpected bugs show up. b) In their current version the apps are specific for the greek language (some things that should be configuration options in the gui are instead hardcoded), so there is additional work to be done for making the code more... generic.* c) They are tested for files of MI:SE (no attempt was made to test it/make it compatible with MI2:SE yet). Files that can be translated are the speech.info, uiText.info, monkey1.hints.csv and the *.credits.xml files. I know that there are other programs that already do (something like or exactly) this (like enz°'s), but I intend to finish the greek translation for MI:SE with mine. (also I never could get hold of enz°'s apps) *. Worst case scenario, if I'm not done by, say, next year's summer, I'll release the code and let someone else interested to make the proper adjustments for their language. Screenshot pics:
  6. Yes, I've used this tool BMRP that Hibernatus links to in his post here: http://www.abandonware-forums.org/showthread.php?20670-Images-Indy3-VGA-Indy3-Towns-Zak-Towns-Loom-Towns You can use it for rooms(backgrounds) and objects for export and import. The post states that the tool needs the BM HD PA files for a room background and the files OI OC PA for an object. My "technique" was: 1) extract all game files in a dumpingtmp folder by running scummrp: scummrp.exe -ogpd indy3vga . dumpingtmp/ 2) find the rooms/objects I wanted to change. e.g: Extract a room image: BMRP.EXE -d:dumpingtmp/LF_0064/RO/ e.g: Extract an object image: BMRP.EXE -d:dumpingtmp/LF_0079/RO/ -o:0851 3) After editing the extracted BMP image (make sure you kept the pallete intact) you have to repack it back: e.g for a room image BMRP.EXE -c:dumpingtmp/LF_0064/RO/ e.g for an object BMRP.EXE -c:dumpingtmp/LF_0079/RO/ -o:0851 4) repack the files into the game archived files: scummrp.exe -igpd indy3vga . dumpingtmp/ 5) I think you must reload your translation (if any) after this, because it gets reset by the repacking. Keep in mind that you should often take backups before you screw something and you are not able to fix it later on or find the cause of an error. This worked for me flawlessly for the greek translation of the VGA and FMTowns versions of Indy 3 (not EGA though). At least I don't remember any problems, since this was finished a few years ago.
  7. It's probably a silly idea, but wouldn't it be possible to mix some of Stan's sound files to produce the 4800 offer? e.g. the speech for the 5800 offer edited and mixed with a speech file where Stan uses the word "four" (if any) or perhaps alternatively the word "for". I guess the result would probably sound awkward though.
  8. Again, excellent work. Is Guybrush supposed to take the whole root? I always assumed that he grabbed a small part of it.
  9. Excellent I have been doing some successful tests with the current version, but of-course I'll wait for the final version to work on that. Many thanks!
  10. LogicDeLuxe, are we allowed to "transport" a fan-made localized version of the classic Monkey Island to your CD Talkie Edition? Credits would of-course be kept as they are, and our work would be released only as a binary patch for the resulting resource files MONKEY.000 and MONKEY.001, to be applied on top of your setup batch file.
  11. I just have to say this. LogicDeLuxe you rock! I tried your Talkie Version builder and it works amazingly (I have only tested it for a few screens so far, but I am certainly impressed)!
  12. Hi there Da_Duke2000,


    Sorry for the late reply, but I got no notication of your pm, and honestly I've just noticed it.

    I have read your post about the Forge sequel to Loom and I'm very excited by this idea. I really wish you all the best with the project!


    As for my project (the Loom remake), I had made some early work back then in Wintermute, but all of it is gone due to some foolishness of my own. Part of it was that I wasn't very happy with what I had coded/created and the other part was a series of bad luck.


    And then personal life and job got in the way.


    I still hope to restart the work hopefully in the near future, as I recently finished up with some serious obligations and now I have somewhat more free time. The ideas are there and from time to time I still work them in my mind.


    So, I'm sorry if I can't be of much help right now.

    Again, congratulation for your project!



  13. Great work LordTrilobyte LordTrilobite! edit: whoops
  14. Hey there, I hope you'll get the notification of this post. I'd like to chat some regarding your (and mind) LOOM project. If you can, mail me back at Da_Duke2000@hotmail.com. Hope to hear from you.

  15. The font used in normal dialogues should be MinisterT_bo_32, at least for the 1280x1024 resolution (I am not sure and have not checked if this changes with each resolution setting). The "b' in the name means bold, and the "o" means that each letter has a thin black contour. And no, you can't just add new chars in the font files by editing the .png files, albeit you can exchange an existing character (e.g the 'i') with another if you draw the new character exactly on top of the old, maintaining the old character's properties (height, width, etc). But if you intend to add support for a new alphabet, the best way should be to extend the characters supported by the game by modifying the .font files AND the .png files properly. I plan to write a special tool for this, but I have no spare time currently. Hopefully that will change soon.
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