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Torbjörn Andersson

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Torbjörn Andersson last won the day on August 20

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  1. Ron Gilbert tweeted a while back that he'd love to remaster Maniac Mansion. But personally, I'd be happy enough if someone could just fix the version that's currently sold. Because at least the enhanced version on GOG is cracked in a way I can't imagine Lucasfilm Games themselves would ever have done.
  2. Not if you trust the back of the Escape From Monkey Island box. Though for whatever reason, the promise of "more monkeys than the three previous Monkey games combined!" was toned down for the PlayStation 2 version.
  3. Thanks, something very much like that! (Though it never even occurred to me to draw Guybrush as Charlie Brown. Nice touch!)
  4. Thanks! I got the lyrics and music from https://tomlehrersongs.com/ (which will apparently be taken down by the end of 2024, so you can bet I've archived everything I could from it!), and hacked the ScummVM source code to intercept the text from the first Stan scene. (I had a convenient savegame for it.) Then I spent some time fiddling with the timings, recorded a silent version of it, added a few title cards, and mixed it all together. Edit: Attahching a text file didn't work nearly as well as I hoped, so here's the contents of the file instead. Of course, you still need to be comfortable with compiling ScummVM and understanding diff files... And it's possible that tabs have been converted to spaces, so some editing may be required. The basic idea is to intercept when Stan is saying "I'm Stan ..." and instead insert your own text with an appropriate duration. The script pointer is then moved back to the start of the instruction so that it will still see "I'm Stan" the next time and insert another line of text. diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp index da0045ef237..1f20a5f5328 100644 --- a/engines/scumm/script_v5.cpp +++ b/engines/scumm/script_v5.cpp @@ -1855,6 +1855,95 @@ void ScummEngine_v5::o5_pickupObject() { } void ScummEngine_v5::o5_print() { + static int songIndex = 0; + + const struct { + int duration; + const char *msg; + } messages[] = { + { 550, NULL }, + + { 120, "There's antimony, arsenic, aluminum, selenium^" }, + { 120, "^and hydrogen and oxygen and nitrogen and rhenium^" }, + { 110, "^and nickel, neodymium, neptunium, germanium^" }, + { 120, "^and iron, americium, ruthenium, uranium^" }, + { 120, "^europium, zirconium, lutetium, vanadium^" }, + { 120, "^and lanthanum and osmium and astatine and radium^" }, + { 120, "^and gold and protactinium and indium and gallium^" }, + + { 50, NULL }, + + { 130, "^and iodine and thorium and thulium and thallium." }, + + { 110, NULL }, + + { 120, "There's yttrium, ytterbium, actinium, rubidium^" }, + { 120, "^and boron, gadolinium, niobium, iridium^" }, + { 120, "^and strontium and silicon and silver and samarium^" }, + { 140, "^and bismuth, bromine, lithium, beryllium, and barium." }, + + { 350, NULL }, + + { 120, "There's holmium and helium and hafnium and erbium^" }, + { 120, "^and phosphorus and francium and fluorine and terbium^" }, + { 120, "^and manganese and mercury, molybdenum, magnesium^" }, + { 120, "^dysprosium and scandium and cerium and cesium^" }, + { 120, "^and lead, praseodymium and platinum, plutonium^" }, + { 110, "^palladium, promethium, potassium, polonium^" }, + { 130, "^and tantalum, technetium, titanium, tellurium^" }, + + { 70, NULL }, + + { 120, "^and cadmium and calcium and chromium and curium." }, + + { 130, NULL }, + + { 120, "There's sulfur, californium and fermium, berkelium^" }, + { 120, "^and also mendelevium, einsteinium, nobelium^" }, + { 120, "^and argon, krypton, neon, radon, xenon, zinc and rhodium^" }, + { 120, "^and chlorine, carbon, cobalt, copper, tungsten, tin and sodium." }, + + { 140, NULL }, + + { 180, "These are the only ones of which the news has come to Ha'vard^" }, + + { 30, NULL }, + + { 160, "^and there may be many others but they haven't been discavard." }, + + { 500, NULL }, + { 0, NULL } + }; + + + if (vm.slot[_currentScript].number == 56 && memcmp(_scriptPointer, "\x03\x0fI'm Stan", 10) == 0 && messages[songIndex].duration > 0) { + const byte *oldPtr = _scriptPointer - 1; + + vm.slot[_currentScript].delay = messages[songIndex].duration; + vm.slot[_currentScript].status = ssPaused; + + const char *msg = messages[songIndex].msg; + _actorToPrintStrFor = getVarOrDirectByte(PARAM_1); + + if (msg) { + char buffer[120]; + + buffer[0] = 0x0f; + strcpy(buffer + 1, msg); + + _scriptPointer = (const byte *)buffer; + decodeParseString(); + } else { + stopTalk(); + } + + _scriptPointer = oldPtr; + songIndex++; + + o5_breakHere(); + return; + } + // WORKAROUND bug #13374: The patched script for the Ultimate Talkie // is missing a WaitForMessage() after Lemonhead says "Oooh, that's // nice." so we insert one here. If there is a future version that
  5. I'm always amazed by people who can draw. I had this picture in my head of Ron Gilbert (or at least his "grumpy gamer" avatar) and Guybrush in a Lucy/Charlie Brown style "football gag"... and this was the only bit of it that came within a country mile of what I imagined:
  6. Not my kind of music, I'm afraid... So I put this one together instead:
  7. I don't have any DOSBox savegames near that spot, but if I understand it correctly the game has a helper script that implements three different operations: Remap all palette colors to the same color. Remap one palette color to another. Reset all palette color mappings. The flash is implemented as a series of "remap all colors" plus "remap color 0 (presumably black) to another". This looks fine at the voodoo lady's place, where large parts of the image is black and there is a symmetrical black border around the scene. But here only a few small bits are black, so it looks weird. In the CD version it calls the helper script with the same parameters, but the "remap all palette colors" operation is implemented as some kind of hard-coded "brighten/darken palette" thing, and the "remap one color" operation is ignored. So it's almost certainly not a ScummVM bug. From what I've seen on YouTube, the EGA version looked fine here, so I'd say it was a regression in the VGA floppy version that was fixed again in the CD version.
  8. Unless there's a bug in ScummVM that I've never heard of before, I guess I have to award this one to the VGA CD version: The flash when the voodoo lady disappears is different between the two versions as well, but there I couldn't say which one looks the best.
  9. I can see why it was removed, though. It doesn't make sense when running the game from CD. (Multi-CD games were still a few years away, I believe?) But I agree it's a shame. Particularly since both MI2 and MI3 make references to that stump joke. It is still in the VGA floppy version, though.
  10. Another musical difference is that the VGA CD version plays music in the Mêlée Island jail. (Sounds like the forest music to me, or possibly the music when following the shopkeeper.) Also, is the music when you see LeChuck's ship sail away from Mêlée Island in any of the earlier versions? I don't remember. Oddly enough, the Mac versions I have both have the CD version's user interface, but apparently none of the musical additions?
  11. I tried to get an online AI to write a plot synopsis, but only one of my attempts came even close: My other attempts were much more vague:
  12. Well, yes, but that's not a mandatory thing, so I figured it was enough to link to the ScummVM wiki page in an earlier post.
  13. The most noticeable difference in behavior I've seen in the VGA CD version compared to the VGA floppy version is that some text was (accidentally?) cut in the scene where you bribe the Monkey Island cannibals. There are some graphical differences besides the user interface, though. Mostly it's subtle differences in colour. I suspect some of them may have been caused by the colours being ordered differently in the palette. At least with things like the smoke from the voodoo lady's cauldron. That change carried over to the special edition, too. Maybe it also explains why the actors are a bit brighter in the CD version? Unless that was a deliberate change. (I had to use a demo for the EGA version, since I don't own a copy of that game. Hence the difference in text.) But the most noticeable colour difference, and one that I'm sorely tempted to fix in ScummVM because I think the CD version is harder to read, is the sign about the dogs: One other graphical difference was probably introduced by mistake: When playing the floppy version from hard disk (rather than directly from the floppies), the close-up of captain Smirk has animated cigar smoke. The same smoke animation as for the cauldron, apparently. I'm guessing whoever updated the game just mechanically removed those checks, and only kept the case without the smoke. Restoring the animation in ScummVM turned out to be easy, but getting it to appear a the correct position and with the correct colours took a bit more fiddling: The only case I've seen where graphics have been redrawn, rather than re-coloured, is the meat in the SCUMM Bar kitchen. The floppy version looks like ribs to me, while the CD version looks like a leg. And while preparing this screenshot, I just noticed that the colour of the grog changed to green. Edit: This change may have been to match the animation when you use the hunk of meat later?
  14. Maybe someone already mention this, but you can also find details in the ScummVM wiki: https://wiki.scummvm.org/index.php?title=SCUMM/Game_Enhancements (I started the page, but others have added a lot to it so I don't know the details of everything in it off-hand.)
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