Benny Posted July 15, 2009 Share Posted July 15, 2009 I'll be posting here about the file formats in MI:SE. So far: The sounds and music are in xbox wavebanks so should be easy to extract. The rest of the resources are in Monkey1.pak - which seems to be unencrypted so far (I can see an offset table and name directory anyway) Link to comment Share on other sites More sharing options...
Benny Posted July 15, 2009 Author Share Posted July 15, 2009 Images seem to be DXT textures, unfortunately they arent embedded in dds files for easy viewing Link to comment Share on other sites More sharing options...
Silvor Posted July 15, 2009 Share Posted July 15, 2009 Hopefully getting voices on the old art won't be too hard. Here's hoping. Link to comment Share on other sites More sharing options...
Jeroen_JRP Posted July 15, 2009 Share Posted July 15, 2009 Do you think we could get it to play without steam? Link to comment Share on other sites More sharing options...
Benny Posted July 15, 2009 Author Share Posted July 15, 2009 Do you think we could get it to play without steam? No. I'm not interested in bypassing DRM just looking into the resource files. If you want it without steam LEC are selling it from other online providers. Link to comment Share on other sites More sharing options...
Jeroen_JRP Posted July 15, 2009 Share Posted July 15, 2009 Yeah, I'm waiting for that, untill now only Direct2Drive in US and Canada Link to comment Share on other sites More sharing options...
Benny Posted July 15, 2009 Author Share Posted July 15, 2009 Update - Serge has put together a quick dumper for the Monkey1.pak. Meanwhile I'm knocking up a quick dumper for the wavebank music. Link to comment Share on other sites More sharing options...
daltysmilth Posted July 15, 2009 Share Posted July 15, 2009 Cool. Link to comment Share on other sites More sharing options...
Benny Posted July 15, 2009 Author Share Posted July 15, 2009 I'm having problems with the audio atm, some of the audio dumps correctly as pcm wav's, however some appears to be WMA from the format tag but doesnt play back. Either they arent WMA and my understanding of the format tag is incorrect or there's some sort of added obfuscation on the wma files Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Finished the bulk of "Remonkeyed Explorer" which opens the main resource file and allows you to save all the files inside. Should be out later this week (probably Friday). Examples of contents inside the .pak file: The original monkey1.001 and monkey1.000 files (unchanged) from the Monkey Madness CD-ROM version Backgrounds Costumes (i.e. character art) Room definitions (in some binary encoded XML - not looking into that before Friday) Fonts (stored as PNG) Shaders (.fx files) tweaks.txt (containing some settings for strange things in the engine) hints.csv (binary file with all the hints) etc. No music or speech - that's in the separate xwb files (which BG is working on). I've managed to "decode" the backgrounds and costumes to .dds (really just a matter of adding the DDS header with width/height etc.) - probably adding decoding from DDS to PNG format before Friday, although I'm not sure that I'll make it combine the various tiles that make up a single background in that short amount of time. Various examples and screenshots (please don't hotlink - my bandwidth can't take it): http://www.jither.net/media/images/remonkeyed.png (screenshot) http://www.jither.net/media/images/woohoo.png (first tile of background art I got decoded) http://www.jither.net/media/images/ghostpig.png (a random costume decoded) Oh yes, it's "Remonkeyed Explorer", because apparently an internal name for the Special Edition is "Remonkeyed Game". Link to comment Share on other sites More sharing options...
cocomonk22 Posted July 16, 2009 Share Posted July 16, 2009 If the original 001 and 000 files are unchanged, that explains why there are no voices in classic mode and that the SE was just made to be in sync with the original game. Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Nah, I think (as I did before the game came out) that it's always the original game running, and the new art is "projected onto it". Link to comment Share on other sites More sharing options...
Silvor Posted July 16, 2009 Share Posted July 16, 2009 I find it annoying that the old art version runs in completely full screen mode, compared to the old dos version which had some black bars around it. Just makes it look ultra blocky. Wonder why that is. And there seems to be some music bugs in the old art version as well, like voodoo house music keeps playing after you leave the voodoo house sometimes. So they must have done something to the old game files I think. Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Nothing was done to the old game files (they're binary identical), but since the SCUMM engine running it has had to be updated, there are probably bugs inthere. Link to comment Share on other sites More sharing options...
Silvor Posted July 16, 2009 Share Posted July 16, 2009 Ahh, yeah that would explain it. Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Might add that the "projected art" "theory" (I'm quite sure it's accurate) means that there are hacks done in various spots to expand the original game. I.e., the addition of Spiffy's close-up, the different readings of insult lines, depending on whether they're decided right by the script or not, etc. Link to comment Share on other sites More sharing options...
Laserschwert Posted July 16, 2009 Share Posted July 16, 2009 If it's possible to extract graphics from the game, would it be possible to edit those files, and put them back in the game? Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Most likely, yes. As long as they have the correct format, and correct layout, it'd be as simple as replacing the files. Since the (DXT) graphics are deterministic in size (always compressed 1:4), if they keep the same layout, they keep the same file size and the file offsets in the rest of the file don't change, so there shouldn't even be a problem if there's hacky hardcoded direct offsets in the .exe (which is unlikely these days anyway). Not something I'm looking into for a while, but I'll probably release some specs when I get back from vacation in a few weeks (if BG or someone else hasn't already). It's even likely, as in GrimE, that just placing the new art in the proper subfolder, with the proper name, in the correct format, might just mean it's loaded into the game. Since that's easier (and very unlikely not to be implemented) while developing. If it's not turned off on release. Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Just for fun, by the way, here's most of Guybrush's costume: http://www.jither.net/media/images/guybrush.png http://www.jither.net/media/images/guybrush2.png http://www.jither.net/media/images/guyho.png Link to comment Share on other sites More sharing options...
Laserschwert Posted July 16, 2009 Share Posted July 16, 2009 Mh, do I smell "hair patch"? Link to comment Share on other sites More sharing options...
ThunderPeel2001 Posted July 16, 2009 Share Posted July 16, 2009 I hope so It looks like the 2.5.gb PC download WAS for all the hires artwork... The game must to able to run at some insane resolutions! Link to comment Share on other sites More sharing options...
Serge Posted July 16, 2009 Share Posted July 16, 2009 Well, the .PAK is around 1.2GB and 99.999% of that space is taken up by images - mostly split up into 1024x1024 texture tiles (like the ones posted above). Such a tile is a bit over 1MB, if compressed - saw a few 4MB tiles which may be uncompressed RGB. The remaining data is mostly 500 byte-65KB description files, shader scripts, some PNG textures and the two original resource files from Monkey Madness. Link to comment Share on other sites More sharing options...
parabolee Posted July 16, 2009 Share Posted July 16, 2009 Look like we are in for some interesting patches Although I wouldn't want to change Guybrush myself. Love him. Cool to fix the Scumm Bar sign (smiley face) and the crappy text on Stan's sign though. Link to comment Share on other sites More sharing options...
Kev63 Posted July 16, 2009 Share Posted July 16, 2009 Hi everyone ! Serge, do you intend to release your tool to unpack Monkey1.pak ? It would be useful for foreigners like me, as I'm french I could put the Monkey1.000 and Monkey1.001 files from the original french version. Thanks ... Link to comment Share on other sites More sharing options...
jott Posted July 16, 2009 Share Posted July 16, 2009 Hello, I just discovered this thread. Just wanted to throw in, that I also wrote a little tool to dump the Monkey1.pak file and write out DDS textures. Serge already started a proper GUI which would ultimately allow easier modding I suppose. Anyway, here is my (hackish) source in plain C: http://slexy.org/view/s21wNL2X3x Sample image (copyright LucasArts): http://i36.tinypic.com/b8wby9.jpg @Serge, two questions though: Do you plan to release the source code of your tool? And do you know what the table at 0x28 (referred at 0x8) is for? I also haven't looked at the binary xml yet... Link to comment Share on other sites More sharing options...
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