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LogicDeLuxe

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  1. Build the DOS version. It will create a monster.sou just like that.
  2. The PC talkie version barely has any. There are only a few music cues during cut scenes. There is only one audio track, which contains mainly all the voice acting. The FM Towns version on the other hand contains all the music the floppy version has as CD audio. Each track in two different versions.
  3. SCUMM games have all their texts in the scripts. Other then decompiling them, there is scummtr, a translation tool which can extract all the texts in one file. The text file then has them in the order they are in the game resources, hence there is no obvious order. And it's not only subtitles, but any text the game can display somewhere, even debug messages. Only the later SCUMM games like The Dig and Curse of Monkey Island have a translation file removing the need to edit the scripts itself.
  4. Not that I know of. They probably though that it would suffice when you can adjust the music volume. You would adjust the volumes with the mixer tool which came with the sound card. In DOSBox, there should be no need to adjust volumes, but I remember some cheap soundcards having insane default settings, unfortunately. They added sliders in later SCUMM V6 revisions, finally.
  5. The game simply doesn't use those tracks, thus converting them gains you nothing. They weren't used on the original CD either.
  6. It's still SCUMM V5, though. It is essentially a big hack around the original engine which adds all that stuff on the fly. But under the hood still runs the SCUMM V5 engine executing the original scripts exactly as they were on CD. This has nothing to do with SCUMM V6 and later.
  7. Cache can be disabled in software. Try this: http://www.gratissaugen.de/files/cache.zip It has to be executed in DOS. It is not Windows compatible (although Windows can be slowed down by just executing it before loading Windows).
  8. I also use ctmouse, no problem with that, it seems. I just figured out, the problems appear for me when I use SB IRQ 7, but they disappear completely if I change it to IRQ 5. For me too, none of the other games on that PC have this issue.
  9. If you suspect an issue with the Ultimate Talkie Editions, you should check if Indy 4 talkie (or its self running demo) has the same issue. Then, it is most likely a problem with the executable and the sound drivers coming with it. The Adlib music issue is usually a too fast PC. This also can lead to hanging notes on midi devices. So disabling CPU cache is always a good idea for old LucasArts adventures. I have a similar DOS PC (Pentium 200mmx with a VIA chipset and Award BIOS) and encountered those issues occasionally, but never found a fix that worked every time, unfortunately. I don't have a PS/2 mouse but a serial mouse connected to it (like you usually do on AT boards), so it can't be just that. I found, when I run the game from within Windows 95, then it runs fine most of the time. Sometimes, I get crackling speech, but no game hanging like in pure DOS. Maybe the game doesn't like some drivers (probably mouse and/or sound). It should be possible to play through it, as I tested it successfully on that PC along with others.
  10. Just ask him for the next number twice without leaving the place in-between, and you should get that line.
  11. Did you try increase or decrease the cycle setting in DOS-Box? If it is too high for your computer, sound issues will usually occur. If it is too low, the game will slow down. Also check and try different command line options. Type monkey ? to get help on those. This is not a bug, it's a feature. You are playing in "match voice acting"-mode. Switch to "keep original text"-mode. The 5000 was omitted until your first offer, since that could possibly lead to unvoiced prices. This "fix" works with subtitles turned on only. Keep in mind, that in "keep original text"-mode, some unvoiced lines may pass by very fast then, though. With subtitles off, this fix was suggested for the original SE, and is only required there.
  12. Could it be, that this kid just bet on the number you got? If that is the case, just knock on that door and ask for a new number. Remember, the guy behind the door tells you, that he fixes only one number at a time.
  13. The resources are all there, just like they were in the DOS version. The only reason you don't hear them in the SE is, that the executable doesn't support them. It's not just copying but also patching many script, which involved much work to make this possible. The monster.sou would be completely ignored by the engine with just copying the original files. Apart from the music, this works rather similar to the MI1 ultimate talkie edition. You may read that thread, if you are interested in all the details we went through: http://www.lucasforums.com/showthread.php?t=199288
  14. Use MT-32. Either a real one or an emulator. ScummVM comes with an MT-32 emulator. You need the MT-32 ROMs, though. This requirement won't change in the final version, either. You might also try ScummVM's ability to translate the MIDI to GM. Depending on your wavetable, this can sound rather good too.
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