
ronzbig1
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Posts posted by ronzbig1
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You're working on XP, Vista, 7?
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Thanks
I have a question - your utility changes french text, or some else?
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Could reupload file on depositfiles, or any other site? I can't download it.
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koun, any progress with uiText.info tool?
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MISE\audio\classdub <- folder with patched game
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I've made simple installer - you just have to choose game folder, and press enter in few moments - http://www.storage.to/get/fSVZlV5P/install.exe
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Scummfont and some program from Russian programmers for images. Now I can't give it's name.
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Refreshing...
I've got problem with translating Indy4 into polish. We've translated fonts and images, but when I replace text, dubbing disappear. Is there any chance to edit text and keep dubbing?
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Song is divided into files language.tab and comi.la2.
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I have question - if I want to change some chars in fonts, I only have to modify .png files? And which font is used in normal dialogues in game?
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koun, your tool is great. You could add to it some searching functions. However, it's not the final answer to problem, because when you put classic files, game reads text from them, and you still don't hear dubbing.
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From what I could gather, the header before each "group of cues" entry in the speech.info file has the following fields.
- 4 bytes that are some kind of CRC or otherwise uniquely indexing a spoken line (in english). This means that the cues: "Guybrush Threepwood.", "Guybrush THREEPWOOD", "Guybrush Threepwood!" will all have the same value for this field, even though they are spoken from different characters, and have differences in pronounciation. I really have trouble understanding the reason for this field, but I bet that this is what causes problems with fansubs.
- 2 bytes that index the room where the cue is spoken
- 2 bytes that are some kind of index for the "interaction" where the cue is spoken (e.g. same value if guybrush interacts with the same object, same value throughout one conversation)
- 2 bytes that somehow index the cue within the conversation or the room -I am not sure.
- 2 bytes that incementally index a "subcue" (if any) within a single cue. Subcues are seperated by the escape sequence \255\003 in the original text. (value 00 for the first subcue, 01 for the second etc.)
- 2 bytes: that have the value 01 if the line is spoken by Guybrush, and 00 else.
- 2 bytes: of unknown purpose. They almost always seem to be 00, but there are cases where they have other value.
Do you think you could write some editor, which gives chance to add new language/change other?
- 4 bytes that are some kind of CRC or otherwise uniquely indexing a spoken line (in english). This means that the cues: "Guybrush Threepwood.", "Guybrush THREEPWOOD", "Guybrush Threepwood!" will all have the same value for this field, even though they are spoken from different characters, and have differences in pronounciation. I really have trouble understanding the reason for this field, but I bet that this is what causes problems with fansubs.
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Have anyone tried to edit files with in-game text (uiText.info, speech.info)? When I tried, dubbing disappeared, and subtitles weren't changed anyway. Maybe game is also reading text from files from old version?
Monkey Island SE translator
in SCUMM
Posted
I'd also like to ask you for this tool. I know we were ungrateful with feedback, but everyone hasn't much time. Without your help it would be extremely difficult to translate game.