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TheJoe

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Everything posted by TheJoe

  1. I realise this reply is a little late but it's totally fine for you to do that. ubuntu-desktop is a meta package for GNOME. It won't remove anything if you uninstall it. You can reinstall it again afterwards if you like.
  2. It is finally compiled here is the source for the patch in 1.3.1, the patches have already been applied but are included. And here is the binary. Note it is the binary only and it is recommended that you use it alongside your current ScummVM build and do not replace it. I must also state that FluidSynth has not been compiled in this build, but assuming you are only using it for the fan patch, this should not be a problem. If anyone would like a FluidSynth build, I will consider making one.
  3. The patchfile on the Sourceforge tracker doesn't seem to work with the 1.3.1 source. It appears to patch script_v5.cpp just fine, but not detection_tables.h. I've made the changes to the detection file manually, and it seems to be OK. I'm running the compile now. I'll test it when it's done and if all is well, I'll upload the build. Edit: ...and for some reason it wants all the dependency DLLs. I don't understand why this is... It totally works, it just wants a handful of DLLs I'm not sure I can even distribute legally.
  4. I compiled the patch in 1.3.1, but I forgot to do --disable-shared with the dependencies in MinGW. I also overlooked adding FLAC. When I've cooled down from that frustration I'll redo it.
  5. Oh, I know. I have both special editions on Steam and I've finished them. I don't like the art in the first game, but it is vastly improved in the second and I thoroughly enjoyed playing it.
  6. I'm kind of struggling to understand how the art managed to get through QA... It's... awful... I'll get the box anyway, because I want to see the movie stuff. If that wasn't there, the box art would be enough to stop me getting this entirely. Just compare it to the original... It's a horrible butchering, really... I'm really disappointed here.
  7. They're episodes, folks.
  8. ^ this. If they didn't fix the bone song before release, then they obviously needed a good moaning at.
  9. I have no problem with the SE apart from it being visibly rushed. I love it, but the care put in diminishes after Scabb Island (although, really, that's existent in the original anyway). I'm also pretty obsessive over MIDI and the fact I can't use my own MIDI driver is pretty annoying.
  10. They've been in the soundback all along. All the dialogue has been recorded. Even Easy Mode specific stuff.
  11. Ok, yeah, to clean up and make pretty. The Youtube guy just smoothed and blurred the originals. But really, I think you'd only have to etch outlines into them and it would fit the style nicely. But still, if LucasArts are unable to make those borders, then it's clear they don't care about the game, because they're unwilling to put work into fixing it.
  12. Nope. They only need to make a HD Guybrush and HD borders. Which some guy did on Youtube in about 10 minutes.
  13. It's only an assumption. Thinking about it, it's probably wrong. Also, according to a post at Telltale forums, the puzzle timings are fixed, as well as the credits edited somewhat. So apparently, the resource file must have been touched.
  14. Done. Why don't we stoop down to the level of lameness and just get as many comments on there as possible and see if we manage anything. For...experimental purposes.
  15. Min jiffies is still very much turned on. Puzzles will still be too quick, Captain Dread will still be too slow.
  16. No. FM-Towns's OS was totally different from DOS. I don't even thing the Towns was IBM Compatible. May be wrong there, though.
  17. This fails on the original MISE wavebanks with an error code 5. But I guess MISE isn't really in the scope here. edit: speechfiles play, but not music.
  18. My biggest gripe is a claim from Gilbert himself: "On a modern computer, turning off min jiffies would make it go faster than light." The fact that min jiffies is no longer turned off is what causes all the timing issues, such as the spitting contest and the fact that the roulette wheel takes 200 years to stop spinning. Ron's claim is wrong, too, since ScummVM can successfully turn off min jiffies. (the quote is from the commentary at Stan's. It may have actually been Tim that said it, but I can't remember now, "turning off min jiffies" in SCUMM is how you get the sped up animations and whatnot)
  19. Look for bgbennyboy's earlier post for his Wavebank Extractor. Extract the zip in the audio file in the MI2SE folder and literally drag the file speech.xwb onto DECODE_AUDIO.cmd. It will take some time, but eventually you will have wav files of all the dialogue in the Decoded folder. Use bgbennyboy's spreadsheet to match each line. Note that some have been changed, removed etc. Also remember that will be a very time consuming process. Best of luck.
  20. You'll need to match each wav to the appropriate lines in ScummSpeaks. That's going to be a very tough thing to do. What stage are you at? Did you unxwb the speech file?
  21. Monkey Explorer will let you view .dxt files solely, those are the textures. Export them as PNG, make what edits you want. As for converting those PNGs back into dxt, I'm not entirely sure. That's not my department. But MI2:SE works without monkey2.pak in the same way that MISE does, so it's a simple matter of replacing dxt's with modified ones.
  22. Releasing the music patch as a tool was always on my agenda. I didn't think it would be right to distribute a hack like that. I've found someone at GOG forums that may be interested in ripping the tracks. He's already done a complete (but somewhat rushed) rip of MI1. He's asked me about the new iMUSE, but I'm not really sure about this: Anyone got any ideas on that? I'm really unsure how music fading works in the SE.
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