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Monkey Island 2: LeChuck's Revenge - Ultimate Talkie Edition Projekt


LogicDeLuxe
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Monkey Island 2: LeChuck's Revenge - Ultimate Talkie Edition Projekt

(Monkey2 Classic with Special Edition Voices)

 

*Help wanted!*

 

Known Problems:

  • Sometimes, the wrong sample plays right after opening/closing Stan's coffin.
  • The game may hang if trying to open the coffin after nailed shut.

 

Feel free to be a beta tester:

 

The Ultimate Talkie Edition Builder: MI2_Ultimate_Talkie_Edition_Builder_0.2.zip

 

F.A.Q.:

 

Q: What is the aim of this project?

A: The aim is to put the voices from the Special Edition into the original PC version of the game, like a classic talkie release (like DotT, Fate, etc.).

 

Q: Will you be able to make it so the music files can be replaced by the special edition versions?

A: No. This is impossible to do with SCUMM V5 as it is. This would require a complete rewrite of the music engine, which is not in the scope of this project.

 

Q: Are you including the narrator's lines?

A: The narrator will be available, but you can turn him off, if you don't like him.

 

Q: What help is needed?

A: Beta testing. Feel free to download, play and report any issues.

 

Q: Will this work for people who don't have the Special Edition?

A: No. You will need the Special Edition game in order to access the voice files. For legal reasons we cannot distribute the voice files (or any other game files).

 

Q: Will this work for people who don't have the DOS version?

A: Yes. There is a complete copy of the required game data files inside the SE files, which can be easily extracted.

 

Q: If I use the game files embedded in the Special Edition, will the SE bugs be present?

A: No. The bugs in the Special Edition Classic Mode come from the new interpreter, not the actual data files.

 

Q: Since it's for the DOS version, will it actually run in DOS?

A: You can play it on a DOS machine, with DOSBox or with ScummVM.

 

Q: Do you have any other features planned (like "fixing" the VGA version, etc.)?

A: Of course. Like it was done in the MI1 Ultimate Talkie Edition too. Fortunately, MI2 has much less bugs, though, since it wasn't ported so much.

Edited by LogicDeLuxe
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Great news, I was hoping you'd go on to do an MI2 Ultimate Talkie Edition. = )

 

If you're planning on fixing graphical issues like in the SoMI Ultimate Talkie Edition, I've got a couple here to watch out for:

 

-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

 

-Guybrush's shirt is dark grey while diving to the bottom of the ocean, rather than white like everywhere else.

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My only question, which I kinda think I know the answer to, but I'll ask it anyway: will you be able to make it so the music files can be replaced by the special edition versions? (Meaning, obviously, the ones with live instruments, not the ones where the instruments are wrong for some reason.)

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My only question, which I kinda think I know the answer to, but I'll ask it anyway: will you be able to make it so the music files can be replaced by the special edition versions? (Meaning, obviously, the ones with live instruments, not the ones where the instruments are wrong for some reason.)
I knew this question would come up. FAQ updated.
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Q: Will you be able to make it so the music files can be replaced by the special edition versions?

A: No. This is impossible to do with SCUMM V5 as it is. This would require a complete rewrite of the music engine, which is not in the scope of this project.

 

Just to clarify, this is because the new music would be missing the iMUSE data present in the original MIDI music tracks, correct? MI1CD certainly supports playing CD audio tracks, but without any iMUSE data the music will be very broken.

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Just to clarify, this is because the new music would be missing the iMUSE data present in the original MIDI music tracks, correct? MI1CD certainly supports playing CD audio tracks, but without any iMUSE data the music will be very broken.
It's not only the iMuse data. You also would need to play multiple tracks simultaneously, which is impossible with CD audio.
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One issue which I'm curious to see if you can address - the Special Edition alters a few lines of dialogue; the "Nice <object name>" lines are replaced by various takes of Guybrush saying "Nice!", and the lines for when Guybrush inhales helium from the balloons have been altered (presumably for copyright reasons).

 

Obviously if you're using the Special Edition audio, the text will have to be made to match the audio unless you want unvoiced lines (unless, in the case of the helium balloon lines, the originals are there too - both exist with filenames listed in the speech document that lists which line is allocated to which filename, though as far as I could see the actual files for the unaltered versions of these lines didn't actually get compiled into the game).

 

My question is - is it possible to introduce a check to see which mode the game is in (i.e. Speech Only / Speech and Subtitles / Subtitles Only) within the SCUMM script, to tell the game to do one thing in one mode or another if in a different mode? If so, would you be able to implement checks for these instances of changed dialogue, so that if you're playing in Speech and Subtitles mode the subtitles would match the SE audio, but if you were in Subtitles Only mode you'd get the original dialogue? = ) Could be good for completists if doable. Personally, I'd be happy just to have the SE dialogue, but I know some people would prefer the original to be in there somewhere, even if only accessible with voices turned off.

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One issue which I'm curious to see if you can address - the Special Edition alters a few lines of dialogue; the "Nice <object name>" lines are replaced by various takes of Guybrush saying "Nice!", and the lines for when Guybrush inhales helium from the balloons have been altered (presumably for copyright reasons).
I'll do it like I did with MI1. You can choose between keeping the original dialog or matching the voice acting just by pressing CTRL-q.

When keeping the original text, I still use the voice file if the difference is minor. For instance, "ghost busting stud" vs. "LeChuck busting stud".

For the helium lyrics (and looking into the mirror at Rum Rogers too), they are completely different. Those would be silent in original text mode.

 

For the "nice object", I use the existing samples, obviously. Some objects do have named samples. For the remaining, I think, I'll stay with one nice variation, as the others are of low quality.

both exist with filenames listed in the speech document that lists which line is allocated to which filename, though as far as I could see the actual files for the unaltered versions of these lines didn't actually get compiled into the game).
I'm not sure how the SE handles this. I got the samples sorted though. I've already got a working classic game. Now I have to write the installer, so it can be released.
My question is - is it possible to introduce a check to see which mode the game is in (i.e. Speech Only / Speech and Subtitles / Subtitles Only) within the SCUMM script, to tell the game to do one thing in one mode or another if in a different mode?
There is a system variable probably meant for this, but it doesn't seem to work in the interpreter version I use.

I don't need it anyways. Like I said, CTRL-q should do what you need here.

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Ah, brilliant - should have known you'd have thought of this aspect already. Sounds like a good way of doing things, especially as it means it's consistent with how you've done the SoMI Ultimate Talkie Edition. = ) Shame about cutting the other "Nice" variations, though - the fact there were numerous takes of the line stopped it from getting annoying too fast, IMO. When you say lower quality, are some literally of a lower bitrate than others or something? = S

 

I'll be sure to give the game a thorough playthrough to check for bugs once the installer's released! = D

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When you say lower quality, are some literally of a lower bitrate than others or something?
Sounds more like a combing issue to me. Like some last minute recordings at an inappropriate location. Something like that.

I kept variations where adequately available. You'll love begging for the bucket. :)

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-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

 

More importantly, the picture of him on the Wanted poster is an ugly 16-colour sprite rather than the 256-colour sprite seen elsewhere in MI2.

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Great news, I was hoping you'd go on to do an MI2 Ultimate Talkie Edition. = )

 

If you're planning on fixing graphical issues like in the SoMI Ultimate Talkie Edition, I've got a couple here to watch out for:

 

-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

 

-Guybrush's shirt is dark grey while diving to the bottom of the ocean, rather than white like everywhere else.

These are results of late-stage graphical tweaks to the original MI2. At first Guybrush's wanted poster lacked creases even in its normal state. When the artists added dirt and creases to the poster, they forgot to do so for when the poster is partially covered by Kate's flyer.

 

Also, Guybrush's shirt was originally going to be a medium gray color (this can still be seen in screenshots from the very first slideshow demo). This was later changed, obviously, but for some reason the sprites of him diving down from the boat didn't get tweaked like the rest.

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Are we sure its not that color because he's just wet?
That was my first thought too.

However, this is only during the diving sequence. It is white again when swimming around.

Also I took a look at the game resources, and it looks like a bug to me. While the game has colors 192 - 207 reserved for Guybrush so light effects can be applied without affecting background or other actors. This particular gray though is color 63.

Also the colors 192 - 207 are already adjusted to give him a wet look.

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Here we go: http://www.mediafire.com/?mwedjj7it7x1q5y

 

monkey2.000 and monkey2.001 are not extracted automatically yet. Use Monkey Island Explorer to get those files.

 

v0.1 beta:

- Some typos fixed.

- When begging for the bucket, the man doesn't look like he's sleeping anymore.

- Polishing the pegleg has its own counter now. It is no longer possible to get enough for Kate's ship anymore.

- Bloody Lip music and laundry music do not start anymore while Largo's theme is still playing.

- At Stan's, the direction Guybrush is currently facing is taken into account now, so he doesn't point to nowhere when asking to see the coffin again or when leaving.

- Graphic glitch when offering something to Dread and then talking to him.

- Dialog option "You know, I used to go out with Governor Marley." at Dread's ship did not appear.

- Dialog options at the casino appear at the appropriate time now.

- Texts with broken lines fixed: Kate arriving at Phatt Island, Ralphie telling the winning number, and the library card for "Shiver Me Timbers".

- The gambler's club now tells the same number he told to Ralphie when asking before Ralphie played, to be consistent with his comment that he fixes only one number at a time.

- Water animation freezing on Dread's ship when looking at some inventory items.

- Lights did not flicker while Largo is at laundry.

- "Dem Bones" could hang after the first verse. That particular script I have completely rewritten. The script now is reliable in detecting slow graphics and knows wether the skeletons have enough time for another round before the next verse starts.

- Voodoo bag sound did not stop when cutscene is interrupted during shaking.

- Voodoo bag had no sound in chapter 4.

- "Pull rope" when already in inventory could cause various issues.

- Looking at Dread's map, Big Whoop map or Dem Bones lyrics at Rum Roger's could cause a script error.

- Dread brings you back to Scabb and leaves, once you got all map pieces. Script fixed.

- You don't get a library card in easy mode anymore, since it apparently wasn't considered in the scripts and really could break things.

- Color problem at Stan's.

- If you changed rooms too fast, Scabb music did not stop on Dread's ship.

- Guybrush's shirt color during the diving scene.

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:D Nice gag with don't_readme.txt.

 

UPDATE: Just came across this really weird thing when I offered Captain Dread the monocle before ever speaking to him:

Guybrush: Would you like my monocle?

Dread: Thanks, mon. I've been looking for a new sailing necklace.

Guybrush: .........Hello?

Dread: Hello, mon!

 

As amusing as it was, I think in this particular instance the hellos should not be re-insterted. :p I would also suggest re-instating the "Nice!" variations (at least as an option, like with Spiffy's closeup) simply because the one chosen just isn't as funny to listen to as the others, regardless of quality. There are other voice clips with the same quality issues anyway (Such as "The one and only, sugarbear!" and especially "Now all I need are a few voodoo ingredients.")

 

UPDATE 2: For some reason the vocal sound effects (Largo screaming, Governor Phatt eating/burping) are missing. Presumably the intention was to replace them with sound effects from the special edition?

 

UPDATE 3: Hey, nice going with the Bone Song. :D But one problem - due to the timing of the voices, when LeChuck turns into Secret Guybrush it doesn't sync up with the music anymore. They somehow managed to avert this in the Special Edition (in fact it's basically the one part where they didn't horribly **** up the timing), so do you think it would be possible to delay the music a little?

Edited by Teeth
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Another dialogue flub to report from me. On Scabb Island's beach, Fink's lines during his song about Scabb are muddled. He sang the lines "and if you'll listen to me gab, I'll tell you why I admire it" and "Oh, the people aren't too friendy, and the weather's not the best" in the wrong order. This is a problem with both the speech and the subtitles.

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Just came across this really weird thing when I offered Captain Dread the monocle before ever speaking to him:

Guybrush: Would you like my monocle?

Dread: Thanks, mon. I've been looking for a new sailing necklace.

Guybrush: .........Hello?

Dread: Hello, mon!

I see. This only happens if you didn't talk to him before. It's the part of the script where he introduces himself. I guess, I should go right to "My name is Captain Dread" in this particular case then.
For some reason the vocal sound effects (Largo screaming, Governor Phatt eating/burping) are missing. Presumably the intention was to replace them with sound effects from the special edition?
I didn't to anything to those scripts yet. They were a mess to begin with and tent to fail. I'll see if I can fix that.

The cook and the bar keeper spit sample will only play in ScummVM and the DOS version plays FM sounds instead. This is intentional due to lacking sample polyphony, ie. those would interfere with the dialogs. (I did the same thing in MI1 on a few occasions.)

But one problem - due to the timing of the voices, when LeChuck turns into Secret Guybrush it doesn't sync up with the music anymore.
I see. This only happens when your subtitles are slower then the vocals. It works perfect when turned to the max or turned off. I think, I can improve the subtitle timing here (just like I did with the songs).

 

Another dialogue flub to report from me. On Scabb Island's beach, Fink's lines during his song about Scabb are muddled. He sang the lines "and if you'll listen to me gab, I'll tell you why I admire it" and "Oh, the people aren't too friendy, and the weather's not the best" in the wrong order. This is a problem with both the speech and the subtitles.
This was intentional. The recording is very strange and somehow sounds horrible in the original order. Maybe it doesn't matter in the SE, since they didn't even bother to beat match the vocals here. But since I did, I noticed that it sounds much better that way. I got the suspicion, that the singer actually got the lines mixed up when he recorded them.
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