Dalixam Posted July 9, 2003 Share Posted July 9, 2003 A few questions that hopefully someone can answer, or give an educated fuess on Why was a playable demo of MI2 never released? It seems this was meant to be playable at some point - since you can, and Guybrush has some demo-replies ("I can't do that in this version") or is that merely meant for the developers? Link to comment Share on other sites More sharing options...
Thrik Posted July 10, 2003 Share Posted July 10, 2003 I'd imagine that they literally ripped it from an early development version of the game, then simply made it only watchable. Or so they thought ;~ Link to comment Share on other sites More sharing options...
Benny Posted July 10, 2003 Share Posted July 10, 2003 Yeah as Thrik says I dont think it was ever meant to be playable. With the original interpreter its basically like a video, but of course using the resource files and the modified interpreter its much smaller than a video would be. Link to comment Share on other sites More sharing options...
khalek Posted July 10, 2003 Share Posted July 10, 2003 The original interpreter(s) supported a record/playback feature. The monkey island 2 demo is basically a short intro and a recorded session being played back. ScummVM currently doesn't support this functionality which is why it crashes unless you happen to hit escape or otherwise skip that part of the demo. Link to comment Share on other sites More sharing options...
telarium Posted July 10, 2003 Share Posted July 10, 2003 I've converted a few of the MIDI tunes from the game that were entirely different from the final version. Monkey Island 2 Demo - Phatt Island Warf.mid Monkey Island 2 Demo - LeChucks Fortress.mid Monkey Island 2 Demo - Unknown.mid Link to comment Share on other sites More sharing options...
Thrik Posted July 10, 2003 Share Posted July 10, 2003 Is there any chance that someone could record those midis as mp3s or oggs, like on the Mojo hosted site that had some of MI2's? My sound card outputs absolutely pathetic midi, and I'd love to hear these with better quality. Link to comment Share on other sites More sharing options...
Drigo Zoxx Posted July 11, 2003 Share Posted July 11, 2003 Originally posted by ThunderPeel2001 Needless to say I'm talking about the non-ScummVM section of Q+E You should use the final game engine from Monkey 2 to do so. You'll need these files: - ADLIB.IMS - MONKEY2.EXE - ROLAND.IMS Also you'll have to rename datafiles from MI2DEMO.xxx to MONKEY2.xxx You should also set music to Roland since the demo doesn't have any Adlib music included. (and it's quite interesting that all musics from the demo are stored in file MI2DEMO.002 in the same LFLF block). Anyways, the ScummVM solution is better since I can't find a way to enable the original debugger (and 'monkeyspit' doesn't work here like in the final game), so you can't leave Scabb Island. Link to comment Share on other sites More sharing options...
yS_ Posted July 13, 2003 Share Posted July 13, 2003 I don't know if someone noticed it, but if you press F3 you can change scumm colors, and if you press F4 you can change the bright of it. One question: I'm not able to open the console. I can only access yo it when demo crashes, but then i try "Room 51" command and then I've back to desktop. What are the keys *exactly* I have to push to access the console? I have a spanish keyboard. Thanks... Link to comment Share on other sites More sharing options...
Benny Posted July 13, 2003 Share Posted July 13, 2003 Control and D Link to comment Share on other sites More sharing options...
yS_ Posted July 13, 2003 Share Posted July 13, 2003 Thanks! I've tried it before, but now I noticed that it only opens when I press the keys when I'm playing in a window, not full screen. Link to comment Share on other sites More sharing options...
Drigo Zoxx Posted July 13, 2003 Share Posted July 13, 2003 Originally posted by yS_ I don't know if someone noticed it, but if you press F3 you can change scumm colors, and if you press F4 you can change the bright of it. Great... looks like Ron used this to choose the best colour/brightness for verbs. It is worth noticeing those little 'skulls' before each phrase in the questions bar (i.e. when you talk with Largo in the very beginning). I don't remember them in the final version, or am I wrong? Link to comment Share on other sites More sharing options...
yS_ Posted July 13, 2003 Share Posted July 13, 2003 That skulls don't appear in any Spanish or French version, I've checked it, but at least in English floppy version they do, i don't know if in the CD version they're there too. Weird thing... Link to comment Share on other sites More sharing options...
ATMachine Posted July 13, 2003 Author Share Posted July 13, 2003 The skulls are in every English PC version. However, they don't appear in the English Amiga 11-disk version, nor do they appear in any foreign language version of MI2 ever released that I know of. (One pre-release German version of MI2 did have them, but they aren't in the final German release, as far as I know.) Link to comment Share on other sites More sharing options...
Drigo Zoxx Posted July 13, 2003 Share Posted July 13, 2003 They don't appear in the Mac version and in the Italian PC version too, and that's why I didn't remember them. Link to comment Share on other sites More sharing options...
Scummbuddy Posted July 15, 2003 Share Posted July 15, 2003 I was just checking out the MI2 slideshow, and if you can get it to pause right(if you have that trouble) and get it paused in the lechuck dungeon/prison room, you will see Herman Toothrot in the cell. Link to comment Share on other sites More sharing options...
ATMachine Posted July 15, 2003 Author Share Posted July 15, 2003 Yes, I know. Odd, isn't it? To Drigo: It's been far too long since I've played the Mac version. I really ought to get my old Macintosh out of mothballs one of these days . . . To khalek: Hmm. So ScummVM can't play the recorded sessions? I've noticed that if you let the demo go on until it crashes, the error message tells you that it can't find room 5 - which is the room number for Guybrush's conversation with Bart and Fink at the campfire in the game's beginning. Since the campfire scene is where the script wants to begin the "game," I assume that at this point the intro (with Guybrush and Elaine on the ropes) and the credit sequence weren't scripted in yet. Link to comment Share on other sites More sharing options...
Udvarnoky Posted July 16, 2003 Share Posted July 16, 2003 What about the penis envy line? Link to comment Share on other sites More sharing options...
Scummbuddy Posted July 17, 2003 Share Posted July 17, 2003 yeah, i saw that and I dont remember that response in the game... perhaps it would have made the rating of the game too adult. not sure, though. Link to comment Share on other sites More sharing options...
Guybrush91789 Posted July 21, 2003 Share Posted July 21, 2003 I am confused of how al this works. I am Using ScummVM 0.5.0pre-cvs. When i open the debugger and type "room [any number]" the window closes. Should i try an older version of ScummVM Link to comment Share on other sites More sharing options...
mercatfat Posted July 21, 2003 Share Posted July 21, 2003 Yeah, that sounds like a bug. Link to comment Share on other sites More sharing options...
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