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Laserschwert

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Posts posted by Laserschwert

  1. You're right, I didn't include the English Book of Patterns since it was already planned to be included in the LRG release in printed form. I guess it would make sense for me to add it eventually.

     

    And yes, the German BoP did in fact ship with an English cover. I've translated it to German for the black-and-white version of the book, since I made those covers myself anyway.

  2. So, here are my restorations I've originally made for the inclusion in the LOOM LRG release:
    https://drive.google.com/drive/folders/1lW-KGbfLVHoctL9LS_Tvr6PGvryTEqKv?usp=sharing

    Granted, it was never guaranteed that these could be included, and I worked on these purely out of passion for it, thinking that IF these could be included, they should at least have the highest possible quality (that I could achieve). I've worked on these over the course of a few weeks, finishing up a few remaining ones in the last couple of days, and I'm pretty sure these represent the best preservations of these documents available. These are sourced mostly from brand-new 600dpi scans provided by several collectors (which I will credit once I've figured out who wants to get a mention and who prefers to stay anonymous), with meticulous manual clean-up done to remove dirt and damage, straightening the scans, while re-coloring some of the documents (like the color-coded hint books) and re-building some of the others (especially the Book of Patterns).

    The Books of Patterns (in German, French, Spanish, Hebrew and Japanese) are, for the most part, provided as 600dpi black & white version, suitable for printing, and 300dpi versions that included the original paper color/texture. The hint books (in English, Spanish and Japanese, at 600dpi) are available as both decoded versions (with the red overlay removed) as well as the original red-coded versions (except for the French hint book, which came as a simple B&W print out without any color-coding).

     

    The manuals (in English, German, French, Spanish, Hebrew and Japanese) are provided as 600dpi black & white PDFs, with some of them including the game's reference cards (sometimes for multiple systems).

    And yeah, that's it. Aside from the different game versions and the audio drama in all four languages, these were the files I was hoping could be included on the LRG release's USB drive. Sadly, it didn't turn out that way.

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  3. 21 hours ago, Torbjörn Andersson said:

    I read a post on Mastodon from someone who had received his copy, but it seems to indicate that only the VGA talkie version was included on the USB drive. I hope that's incorrect because even I, who didn't buy the thing, would find that pretty disappointing.

    Well, that's a real shame, then. I helped out collecting pretty much every version available (including all foreign language versions), all foreign versions of the audio drama, and cleaned up tons of brand-new scans of the "Book of Patterns", the game's manual and the hint book (each one in several different languages - my guess would be, all the ones that were released).

     

    Looks like I'll just dump all those documents (minus the game, obviously) on archive.org, or something. If Mojo wants to host them, I'll happily provide them.

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  4. On 2/2/2024 at 9:12 PM, Serge said:

    Even more quickly added (hour of dev), even less tested - I considered adding an option to split each MIDI file into new tracks based on channels (which we did for HighLand), but decided I don't have the time right now. 🙂

     

    https://github.com/Jither/iMUSE-Sequencer/releases/tag/Misty-1.1.0

     

    New "verb" is split - it also allows remapping at the same time. You can, of course, just use the output format that is built in, which will store the output files in the same folder with the same name and tracknumber appended. There's another example of a format in the examples. Beware that if you don't include "{track}" in the format, it'll generate the same name for every file, and they'll overwrite each other - a format like "{folder}/{name}.mid" will even overwrite the original file without warning. 😉 This is all very hacky development for now.

    Works great, thanks again! What seems to be missing in a lot of the files are tempo changes (or even an initial tempo), so I guess those were originally SYSEX commands interpreted by iMUSE?

    Also, here's a little preview of what's coming next:

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  5. Well, that works like a charm. Thanks a lot!

     

    However, I forgot another feature that might would be a handy addition to the tool, since iMUSE files often contain multiple pieces of music in the same file, and that would be basically outputting one file per track (not to be confused with channels). For now, I've used the tool MIDIplex for that, but it's a bit cumbersome, as it only allows deleting tracks, not save them individually.

  6. Anyway, I finalized "The Coldest Year of My Life", which is such a beautiful track! Hard to believe, something like this to show up in a 90s point-and-click adventure.

     

    And yeah, the Adlib and MT-32 versions of the track use different endings as Indy leaves for New York.

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  7. Since getting side-tracked is my thing, I took a look at the latter part of the "National Archaeology" track, which is the "The Coldest Year of My Life" cue, playing as Indy talks about Sophia. And doing that, I noticed something odd: If I'm not mistaken, the AdLib soundtrack seems to play a different theme at the end of the track than the MT-32 version. Anybody know more about this? I like them both, so I'll see if I can combine them.

     

     

     

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  8. I don't know why I never realized that the N64 version of "Indiana Jones and the Infernal Machine" had a MIDI-based soundtrack. I mean, d'uh, how else would 40 minutes of music fit on a cartridge?

     

    But hold on, it's not as easy as it sounds, as the music files in N64 games don't usually follow the General MIDI format, or regular MIDI format in general. Stuff like instruments mapping (which are usually different and hardcoded for each track) and performance definitions (pitchbend, etc.) are using their own commands, and instrument samples are included with the game as soundbanks. While there are tools that make extracting the raw music files as MIDI rather straightforward, I haven't managed to assign proper instruments to the tracks. Anybody smarter than me could probably give this a try? Obviously, you'll need a ROM of the game, and I can't help you with that.

  9. 7 hours ago, sanguinehearts said:

    The new FMT Zak posters are a beautiful addition! Thank you for adding them, did they come from scans or some alternative source?

     

    Oh right, haven't posted it here yet. I've added this to the project:

     

    8nw6LnO.jpeg

     

    For this I've used scans of both the FM Towns box and CD cover. With a bit of machine learning magic I've trained the smaller (but textless) image against the larger one, thus upscaling the smaller one to a similar level-of-detail. That and some manual touch-up and clean-up.

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