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POLL: Which version of SOMI do you prefer?


ThunderPeel2001

Which version of SOMI do YOU prefer?  

34 members have voted

  1. 1. The Graphics

    • The original EGA! I love those cartoony close-ups!
      13
    • The VGA/Amiga version! I prefer Guybrush and Elaine looking realistic!
      19
    • The Special Edition! It's an under-appreciated masterpiece (please don't ostracise me)
      0
    • I couldn't possibly choose
      2
  2. 2. The Music

    • Pfft. Roland MT-32, of course!
      7
    • The Amiga version all the way...
      6
    • Adlib. It's not what everyone talks about, but I love it
      6
    • The Special Edition: They got something right!
      6
    • The VGA CD version... I love Stan's theme!
      6
    • I couldn't possibly choose
      3
  3. 3. Speaking of music: What did you think of Stan's theme?

    • I can take it or leave it
      12
    • I don't remember it, to be honest
      6
    • It's great! I wouldn't want to live without it!
      8
    • Unnecessary, to say the least...
      8


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11 hours ago, KestrelPi said:

It's not that I have anything particularly against working with limitations. I like chiptune music. I like some kinds of low poly stuff. It's just I really dislike the default EGA palette and when I see it used well half my brain thinks 'gee, this is cleverly done' and the other half of my brain thinks 'I sure wish it was using a different palette, though' and the latter thing tends to win in the end.

 

I do wonder why they didn't include it in the VGA version where it could have been given a bit more justice... :(

 

Of course elTee already explored this idea...

https://mixnmojo.com/features/sitefeatures/Monkey-Island-From-EGA-to-VGA

 

full20181031195830.png

Edited by ThunderPeel2001
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It was definitely very much written with the deathly subject matter in mind, but I think it also works well as a recurring theme.

 

It feels sacrilegious but I think the EMI version would probably work best because of the ocean ambience they mixed in:

 

 

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1 hour ago, KestrelPi said:

I admit that I was always a bit ehhh about the re-use of the MI2 Stan theme after MI2. It made sense in CMI because of the setting, but I never really thought of it as the Stan theme and more as the Stan's Previously Owned Coffins theme before CMI used it.


Yeah, it's funny that Curse shares the death theme with his life insurance venture. But after that, not so much.

 

EDIT: Actually? I guess in Tales, Stan exists as a symbol of the forces trying to kill you. So Secret and Escape are the oddballs. (Unless of course the secret of Monkey Island is death, in which case Stan sells you passage to it.)

 

Stan in Grim Fandango universe when? "Mr. Threepwood! Well, son, I'm ready to take you now!"

Edited by BaronGrackle
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On 8/17/2022 at 3:58 PM, Marius said:

The way Guybrush just stands there, with that expression... 😚👌

stansellseverything-guybrush.png

 

There's something to be said for low detail. The accidental way that low detail adds detail. Nobody intended for guybrush to be staring blankly at stan as his arms and mouth go wild but the effect is nevertheless there.

 

In ReMI they'd want to have his face react to the things he says, and I've said before I love the animation details this new look brings, but it's... interesting the way that those few pixels allow the mind to read things that were never really put there on purpose.

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19 minutes ago, KestrelPi said:

 

There's something to be said for low detail. The accidental way that low detail adds detail. Nobody intended for guybrush to be staring blankly at stan as his arms and mouth go wild but the effect is nevertheless there.

 

In ReMI they'd want to have his face react to the things he says, and I've said before I love the animation details this new look brings, but it's... interesting the way that those few pixels allow the mind to read things that were never really put there on purpose.


In MI2 even, they'd use Guybrush's wide-eyed sprite.

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7 hours ago, Marius said:

Wow, this is very well made! 👌

 

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

 

Edited by Torbjörn Andersson
Attaching text files didn't work the way I hoped.
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