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Secret of Monkey Island - CD Talkie Edition Project

Page: 5 of 8
 LordTrilobite
12-15-2009, 3:56 PM
#201
Changing the graphics isn't that hard. It must be fairly easy to find out.

Edit: Here's an idea, making all graphics but the inventory and verbs transparent. So you'll have classic backgrounds and characters, but still have the SE interface. Not the best of solutions, but it should work alright, IF the SE graphics are actually ON the classic graphics.
 Silvor
12-15-2009, 4:34 PM
#202
Changing the graphics isn't that hard. It must be fairly easy to find out.

Edit: Here's an idea, making all graphics but the inventory and verbs transparent. So you'll have classic backgrounds and characters, but still have the SE interface. Not the best of solutions, but it should work alright, IF the SE graphics are actually ON the classic graphics.

Not sure about that.
Remember that the mouse pointer and inventory functions are different when you play with the new graphics as well as the new art being widescreen and the old art not.
 bugmenot16
12-17-2009, 11:08 PM
#203
Congrats!
Making it possible to play Somi, with new speech. ie Somi the Talkie Version.
and To the Somi Se team for providing the voices, and making this possible.
after all no data, = no byte change. = nothing to work with.

Well.. Isn't too hard to compile this project but you need read whole thread carefully. Sometimes you need search for needed tools using google.

OK. Here is what I have done (if I shouldn't write this all step-by-step instruction, moderator please delete this post).

0 ) YOU NEED TO BUY Your own copy of The Secret of Monkey Island Special Edition!
1 ) After install you need get MI CD files that are inside SE version. Extract
Monkey1.pak and get classic/en/monkey1.* (tool to extract:http://helicoid.de/scumm/extractpak.zip).
2 ) Extract audio\MusicOriginal.xwb (tool to extract: http://helicoid.de/scumm/unxwb-mi.zip).
3 ) Now convert xma files to wav (tool to convert http://www.enbclan.com/download.php?f=/cod5/xWMAEncode.zip).
4 ) Convert WAV files to MP3/OGG/FLAC. Rename them starting track1.*
5 ) Extract audio\Speech.xwb (tool above)
6 ) Convert WAV files to MP3 (OGG or FLAC are not supported yet).
7 ) Now You need patch Your Monkey files that you extracted - You should backup files then you will have
original files if you fail (here is patch http://www.mediafire.com/?yymeyajyzh1)
8 ) After patching extract scumm script with command scummtr -cw -g monkeycdalt -of mi1.txt -h -H (the tool:
http://hibernatus34.free.fr/scumm/scummtr.exe).
9 ) Now if you have all MP3 files and mi1.txt in one folder you can make monster.so3 and mi1new.txt (here is the tool:
http://helicoid.de/scumm/mkspeech.zip)
10) Now compile scumm script into the game files with command scummtr -cw -g monkeycdalt -if mi1new.txt -H
11) Monkey files (Monkey1.000 and Monkey1.001) copy with all 24 tracks and Monsetr.so3 to the same directory and use
ScummVM to play..
12) Enjoy and say Thanks to the authors!

Thank you jott, LogicDeLuxe, cocomonk22 and all other hard working on this project!

**PS. dialog splitter included in cocomonk22's patch now!
PS2. Using all steps described above I can play with speeches but sometimes there is no voices or voices are messed.
Can I correct it manually?

**= Just another little update/review:noel:.

I've made simple installer - you just have to choose game folder, and press enter in few moments - http://www.storage.to/get/fSVZlV5P/install.exe)
**Installer extract new files to -> MISE\audio\classdub <- folder with patched game
**Installer renames/REorders your extracted MusicOriginal.xwb music files also. and compress to mp3.

PN: The installer does delete
del mi1.txt
del mi1new.txt
del missing.txt
Which does not help with the updating of the mapping.txt, other then that, it checks files via MD5.exe which is great.

If someone could update the first page with all the tool updates for this project, that would be great!.
Excellent works guys!


--Just one thing, on the updating, Monster.So3
Read 4573 entries from speech.info.
Read 7463 lines from mi1.txt, 2483 lines have no matching entry.
Could not find SLP_71_gh-room_9_1.mp3
Wrote 4522 samples to monster.so3.

Nothing added so far!. WIP.


cocomonk22 Patch tool -: updates monkey1.001 and monkey1.000
jott's Mkspeech tool -: updates monkey1.001 and monkey1.000


how I have come to understand it, is that, if you, Process the patch tool first

Code 1 sample

BSPATCH.EXE MONKEY1.000.bup MONKEY1.000 PATCH.000
BSPATCH.EXE MONKEY1.001.bup MONKEY1.001 PATCH.001

PN: Bspatch is now updated with no need for BZIP2.EXE anymore.

then back up the new Monkey1.000 and Monkey1.001 to a new folder. then process....

Code 2 sample

scummtr -cw -g monkeycdalt -of mi1.txt -h -H
mkspeech.exe
scummtr -cw -g monkeycdalt -if mi1new.txt -H


which create your Monster.so3 file. Then if I add to mapping.txt, it wont let me add anymore samples, because the Monkey1 files have already been updated to something,
So if you run ref 'Code 2 sample' again it wont write any samples and the Monster.so3 file goes to 1kb only.

so until a fix is made for this, I recommend, to copy the patch backup files in folder,
and overwrite them with the new ones, ie. Monkey1.001 and Monkey1.000,
then if you run, code 2 sample again it works, with the mapping added to it.

Big thanks to jott, LogicDeLuxe, cocomonk22 for all your great work. :thmbup1:
and thank you to ronzbig1 for making the installer.

PS. I hope one of the testers have been working on the mapping.txt.
I think it usefull to upload your mapping.txt files, and compare and merge. This Fine tuning work should be done soon.
Then post for a final patch to be done with all files needed to be included.

Perhaps one of you guys might want to tackle the bug '0.00- km' in Xcom Interceptor next!, just a thought!. :raise:




**Edit-----
OK..
I have looking for that sentence inside missing.txt and I've found:
MISS : "Hey, don't forget we're short on help because of this whole LeChuck thing." - add 1229,0=sampleno
So I have add to mapping.txt:
1229,0=y
where y is sample number, but how can I check what sample number is PL3_28_bar_48_4.mp3 ??

***edit
OK. I've found speech tool on helicoid server (jott's server I guess), so I have samples order..


What?? I must be missing something here,
So, just what did you find out, How do you get the 'Sampleno'.
if you know the filename (ie GUY_30_store_5_1.mp3 for below) and found entry in missing.txt,
How do you know the x,y=sampleno
Someone please clarify.


MISS : "\xFF\x0A\xFB\x04\xFF\x0A\x00\x00\xFF\x0A\x0A\x00\x FF\x0A\x00\x00"Davey Jones\x0F Lockers:\xFF\x01The last word in theft-, fire-, and grog-resistant storage devices."" - add 1744,0=sampleno


Location: Store in town
Char: Safe in store

**It has been mentioned that a x,y=-2 value of Sampleno = disable, thou not tested!

Its easy..err..ier when mkspeech has already filled in the Sampleno for you Like in these examples.
http://www.lucasforums.com/showpost.php?p=2653174&postcount=62)
http://www.lucasforums.com/showpost.php?p=2653189&postcount=67)

*** both of these, only example what to do if mkspeech has already filled in
'Sampleno' for you. but how do you do it if its not filled in(x,y=Sampleno)?? :confused:

I've run into a problem, with sampleno filled in by mkspeech
I add the line to mapping.txt, but it gets said in the wrong order, Guy=man and man=Guy and I tryed to swap them around in mapping.txt but alas, no joy.


MULTI: "Nice talking to you.", room (79) and interaction_index (91) matches - add 4672,0=2914 for sample GUY_79_cu-bar-1_9_1
MULTI: "Nice talking to you.", room (79) and interaction_index (91) matches - add 4672,0=2969 for sample MAN_79_cu-bar-1_22_3


they are both valid, because, Man says it, and then Guy after, im using the first name of file. althou It should be the other way around.

Location: Scumm_Bar
Char: First pirate by the door
talk and exit.
 ThunderPeel2001
12-20-2009, 8:08 AM
#204
I have absolutely no idea what you just posted. Does anyone?
 Monkey Mania
12-20-2009, 9:58 PM
#205
It ain't easy is it?
 Jackpumpkinhead
04-03-2010, 7:42 PM
#206
i was looking forward to doing this but one of the links is dead
the patch link is dead
could someone reup this
or does the installer do everything for you?
 cocomonk22
04-03-2010, 10:48 PM
#207
I think that was an older version.

Use this one:
http://www.mediafire.com/?ntzj5ccnmjm)
 MethodGit
06-04-2010, 1:16 AM
#208
What's the likelihood that OGG/FLAC support for the speech will be added at some point?
 omaer94
07-10-2010, 5:42 PM
#209
i was just wondering if it was legal to modify the original monkey1.000 and monkey1.001 game files like this so that the game may support speech.
 cocomonk22
07-10-2010, 5:59 PM
#210
You can not redistribute the modified 000 and 001 files since they contain copyrighted material, hence the reason for the patches that only contain the changes to those files. The patches may fall under derivative work classification, but game modifications typically are not pursued by copyright holders.
 omaer94
07-10-2010, 6:23 PM
#211
ok thx so that means i cant redistrbute the files but i can use the patches right?
 cocomonk22
07-10-2010, 6:24 PM
#212
Yes, use the patches.
 omaer94
07-10-2010, 6:34 PM
#213
ok thx a lot
 MethodGit
07-19-2010, 10:05 PM
#214
What's the likelihood that OGG/FLAC support for the speech will be added at some point?
Never mind, it seems that hexediting mkspeech.exe to replace MP3 references with OGG/FLAC ones works just as well. :thmbup1:
 MusiclyInspired
07-19-2010, 11:11 PM
#215
So what's the status of this patch currently anyway? What is it currently capable of doing? Were all the incorrect speech bugs ever ironed out?
 abhakam
07-26-2010, 8:59 AM
#216
Thanks guys.
But kinda disappointed that the game get stuck in the very last chapter
the part where lechuck says "what... i.. um..."
 LogicDeLuxe
07-30-2010, 2:36 PM
#217
I'm currently editing "The Secret of Monkey Island". If it turns out the way I want it, you could select between MT-32, General MIDI and CD audio in one version. (Not sure about Adlib yet).

I also found and fixed several bugs of the original game as well as those introduced in the enhanced CD. This includes such obvious ones as the storekeeper closed the door AFTER he walks to the counter, cosmetic ones such as correct location of "Rum. Jam." subtitles and some highlight colors using the floppy colors instead of matching the new MI2 interface, messed up jokes like the "Still ten o'clock"-joke, aligned the upside down text at the circus, and more.

I've altered many scripts to be talkie friendly, so this can be ultimately used for the CD Talkie Edition Project.
CD audio will only work with ScummVM though, since native SCUMM doesn't support it with the talkie enhanced EXE.

No upload yet, since I want to get things working first, and then I'm going to work on a patching tool, which can be freely distributed. Currently, I did quite a few things, which the available tools can't automate yet. This includes creating a true monster.sou with 22 kHz, 8 bit throughout, some samples I lowered in volume, like the "pssst." in Melee town. And while some samples are premixed like "Grog. Grog. Grog.", others like "Rum. Jam." are not, so I had to do it in a sample editor.

If someone wants to help, two things of the FATE.EXE bother me, so anyone experienced in EXE hacking, the following would be very nice:
Edit: You should use the latest executable from here (which I hope it is): ftp://ftp.lucasarts.com/patches/pc/fatecd.exe (which can be unpacked with 7zip)

- Increase the music volume. The music plays significantly softer then in non-talkie versions of V5 SCUMM (ie. MONKEY.EXE, MONKEY2.EXE, non-talkie ATLANTIS.EXE), probably because the voice acting was recorded that soft in "Fate of Atlantis". Currently, I have to turn my MT-32 about 26 dB louder then my soundcard output to get a sensible volume match which is pretty extreme (testing in DOSbox).

- On the command line, using 'g' instead of 'r' for using GMIDI.IMS, which replaces the redundant ROLAND.IMS.

- And the ultimate bonus, if you could re-add CD audio support to FATE.EXE. Command line boot parameters has to be enabled for this too, since I use it to tell the game to use CD audio instead of MIDI. Debug mode is not needed fir this, since unlike the other boot parameters, I do the check outside the debug code block.
Thanks guys.
But kinda disappointed that the game get stuck in the very last chapter
the part where lechuck says "what... i.. um..."I noticed this too. There are more problems like this, which was caused due to buggy descumm output. My dialog line splitter worked on those buggy scripts and scummbler compiled the missleading blocks in a way that some code is never executed. I can fix those problems too, by manually fixing the decompiled scripts. I filed a bug report at ScummVM, but somehow I doubt that they will fix it anytime soon, since it is not critical for the ScummVM project.
 abhakam
07-31-2010, 8:54 PM
#218
Thank LogicDeluxe

I just like to appreciate the work you all done.
The experience of playing Monkey Island again with voices is refreshing
the nostalgic feel with a touch of new, just make the game more enjoyable as it already was
and no, changing the art style for me ruins the game.. old school pixel art seriously rules!

Although the game has some issues, like some line has no voices or line said by wrong characters..
but it doesn't hinders the enjoyment of the game

Again, thanks for the AWESOME work!
Hope to see the future of this great project :)
 LogicDeLuxe
08-01-2010, 5:40 AM
#219
Although the game has some issues, like some line has no voices or line said by wrong characters.. I'm just about to fix as many as possible. Wrong voices shouldn't be there in the final patch. Some missing lines are unavoidable, due to sloppy work with the SE to begin with. This includes one swordmaster instult, and some of Stan's price ideas.
I restricted lines with variables in it to those which actually have a matching voice file and use the placeholder lines otherwise, like "I have enough money for anything I need to buy." and "I have enough money for anything I need to buy, except a ship.". Yeah, I did implement a check, so the latter is used when the three trials are done AND you didn't got a ship yet.
Some further lines which don't have an exact match can use a close enough approximation. For instance, the swordmaster says "OK, you win.", but the voice file says "I give up, you win.".
And similar to the FM-Towns version, I include some more sounds.
I also replace most of the very low quality ingame sounds with those of the SE. Native SCUMM V5 plays 22kHz, 8bit, mono just fine. (MONKEY.001 increases to about 6.7MB)
 LogicDeLuxe
08-08-2010, 3:00 PM
#220
Here is my version 0.5 beta of the CD talkie patch: http://www.mediafire.com/?ws7qat4n77cra9i)
You need Python installed for this to work. I hope to get rid of this requirement in the final release.
Put the MI1_Classic_Talkie_CD_builder folder where you have MISE.exe installed.
You'll find more detailed instructions and a list of changes in the readme.

Bug reports are always welcome. Post them right here.
 Laserschwert
08-08-2010, 7:36 PM
#221
Unfortunately extract_classic.exe crashes (under Win7 Pro 64bit):

http://img34.imageshack.us/img34/8927/errorbke.jpg)

All the other steps seem to work, although of course there are some missing-files errors after that extract_classic-step. Running the exe on its own gives the same error.

Edit: Okay, it works in XP-mode (so it works in Windows XP).
 LogicDeLuxe
08-08-2010, 8:10 PM
#222
Unfortunately extract_classic.exe crashes (under Win7 Pro 64bit):Does this one work? http://www.mediafire.com/?5xwca35c2cyvc8c)
I noticed a potential problem, which should be fixed now. It didn't crash for me, though. Too bad, some protection faults aren't reliable reproducible.
 Laserschwert
08-08-2010, 8:29 PM
#223
I'll test it some other time.

But the first "bug" I've encountered happens when talking to the Men of Low Moral Fiber: I guess it's impossible to have the short guy giggle during the lines of the other pirates? Anyway, when he gets hit on the head, the sound seems to be wrong... although I'm not sure, what sound is played in the SE.
 LogicDeLuxe
08-09-2010, 7:52 AM
#224
But the first "bug" I've encountered happens when talking to the Men of Low Moral Fiber: I guess it's impossible to have the short guy giggle during the lines of the other pirates?There are 16 short random giggle samples, which I will play randomly in places where the conversation pauses. That should be easy enough to do.

Anyway, when he gets hit on the head, the sound seems to be wrong... although I'm not sure, what sound is played in the SE.It feels that the sound plays a bit early indeed. It is where the subtitles are, but I suppose I can increase the delay slightly to better fit the animation.

Besides that, there is a bug indeed. There is supposed to appear 2 random letter between "-- " and "k --". This is easy to fix, as I just have to correct the indexes into the string.
There are 10 grunt variation, which I will play randomly in the next version.
 LogicDeLuxe
08-12-2010, 1:36 PM
#225
New version: http://www.mediafire.com/file/050gb5o60559al8/MI1_CD_Talkie_Version_Builder_0.6.zip)

v0.6 beta:
- Python not required anymore.
- Piranha poodles freezing before eating the meat. (all versions)
- Navigator malfunctions. (all versions)
- Ghost key cloning. (all versions)
- Storekeeper walks through mid-air when shortening the first open safe cutscene early. (all versions)
- "Use pewter wad with ???" can cause an error if it disappears from inventory, but the command isn't executed yet, ie. Guybrush is still walking to the target object.
- Men of Low Moral Fiber missing text, timing, giggling, hitting and subtitling improved.
- Cast spelling. (original SE errors)
- Firework sounds working in the DOS version. Not during conversation, though, which is a limitation of native SCUMM V5.
- On the Sea Monkey, dripping water animation speed. (enhanced CD)
 Laserschwert
08-12-2010, 3:36 PM
#226
The tool doesn't crash anymore, but unfortunately the classic music couldn't be extracted, and the SE music is missing tracks 22, 23 and 24.

By the way, when walking around Mêlée Town, isn't there supposed to be ambience playing? Or was that just in the SE?
 LogicDeLuxe
08-12-2010, 4:19 PM
#227
The tool doesn't crash anymore, but unfortunately the classic music couldn't be extracted, and the SE music is missing tracks 22, 23 and 24.I can see the problem. Sorry, my goofy editing. In tools\cdaudio.bat line 5, remove the part before "call miseAudioProcessing.cmd", that'll fix it.By the way, when walking around Mкlйe Town, isn't there supposed to be ambience playing? Or was that just in the SE?It's in the SE only. But I have this on my todo list. The next version will probably have ambient tracks for Mкlйe Town and for the river on Monkey Island. Those will be only available in ScummVM, though.
 MusiclyInspired
08-13-2010, 10:33 AM
#228
So does this mean that all the dialogue lines are properly carried over now?
 LogicDeLuxe
08-13-2010, 3:33 PM
#229
So does this mean that all the dialogue lines are properly carried over now?They should, if I didn't miss anything. If you notice any errors, please report them right here.
What I'm still doing is basically some tweaking with sounds, timing etc. to make it the perfect version. There were quite some obvious and also not so obvious goofs in the original scripts. See the readme for details.
 OzzieMonkey
08-13-2010, 4:34 PM
#230
Sorry, but I have absolutely no idea how this works.
 Laserschwert
08-13-2010, 5:20 PM
#231
Sorry, but I have absolutely no idea how this works.

Just read the ReadMe-file... it explains it (although you just have to copy the files into your folder and double-click one file).
 LogicDeLuxe
08-16-2010, 7:17 AM
#232
New version: http://www.mediafire.com/file/bc2iijyktusr0c7/MI1_CD_Talkie_Version_Builder_0.7.zip)

- Converting CD audio and SE music tracks. (v0.6 beta)
- "Thanks" at Stan with wrong voice. (v0.5 beta)
- Picking up yellow flower not animated. (all versions)
- Yellow petal is green at Stan's (enhanced CD)
- Random swordfighting pirates have all the same colors (enhanced CD)
- Firework colors and lightning effect. (all VGA versions)
- Blue floor color in the kitchen door from the Scumm bar, despite the kitchen has a brown floor. (enhanced CD).
- Beat the swordmaster cheat re-implemented. Cheats are only available in debug mode.
- Safe sound not playing for every move. (ScummVM problem with the SE sound)
- Added sounds for Scumm Bar chef crying, LeChuck punching Guybrush and Stan, grog machine crash and shaking, monkeys eating bananas, monkey head key and monkey bride.
- Added ambient tracks for Melee Town and Monkey Island river.
- Added accentuation differences of right and wrong insult's replies.
- Debug keys on unfeasible combinations. (DOSbox defaults, ScummVM and even native SCUMM V5)
 whaleyland
08-18-2010, 2:25 PM
#233
Thanks for this latest update. It seems immeasurably better than the old updates. I feel confident that I can give this version to my friends who have never played Monkey Island before because they disliked the lack of "talkiness".

One question, though. Has anyone found a way to get LeChuck's Revenge SE working with talkie in ScummVM? Since this project seems to be wrapping up, I'd really like a copy of LeChuck to work in ScummVM. Since LucasArts actually linked talkie to the original LeChuck in the Special Edition, wouldn't it be much easier to adapt for ScummVM?
 LogicDeLuxe
08-18-2010, 5:21 PM
#234
Since LucasArts actually linked talkie to the original LeChuck in the Special Edition, wouldn't it be much easier to adapt for ScummVM?It would be exactly the same work. What the SE actually does has nothing to do with this project, or how ScummVM works.
 Monkey Mania
08-19-2010, 2:00 AM
#235
I think it would be nice if you could lower the frequency of the voice files to match the sound quality of the classic "talkies."
 LogicDeLuxe
08-19-2010, 3:41 AM
#236
I think it would be nice if you could lower the frequency of the voice files to match the sound quality of the classic "talkies."Currently, I convert all samples to Soundblaster friendly 22050 Hz, 8 bit, mono. Which is what the other Talkies for DOS did, except Loom (which is CD audio) and Indy4 (which has needlessly low 11025 Hz only). Hence, besides those exceptions, it DOES match the classic talkies.

Though, since I plan to support a ScummVM version without resampling at all, I have to implement support for multiple sample rates anyway, so a user selectable rate should be no problem to support in the final version.
 Monkey Mania
08-19-2010, 12:18 PM
#237
Currently, I convert all samples to Soundblaster friendly 22050 Hz, 8 bit, mono. Which is what the other Talkies for DOS did, except Loom (which is CD audio) and Indy4 (which has needlessly low 11025 Hz only). Hence, besides those exceptions, it DOES match the classic talkies.

Though, since I plan to support a ScummVM version without resampling at all, I have to implement support for multiple sample rates anyway, so a user selectable rate should be no problem to support in the final version.

Strange, the voices still sound too crisp.
 LogicDeLuxe
08-24-2010, 7:14 AM
#238
New Version: http://www.mediafire.com/file/i11854818pk355w/MI1_CD_Talkie_Version_Builder_0.8.zip)

v0.8 beta:
- The narrator is now available on CTRL-a.
- Talk color for the voodoo lady. (enhanced CD)
- The codewheel query now works as intended. (v0.5 beta)
- Mancomb's missing chair and blue scum. (all VGA versions)
- Cyan pixels in spinning Scumm Bar pirates. (all VGA versions)
- missing sign on the ghost ship deck. (all versions except EGA)
- Various costume regressions. (enhanced CD)
- Shaking animation of grog machine. (enhanced CD)
- LeChuck removing his sheriff costume has a cyan beard for a brief moment. (all VGA versions)
- downward flying LeChuck has flashing hands. (all VGA versions)
- line with missing voice at the Loom guy. (v0.5 beta)
- Lookout dialog. (v0.5 beta)
- Firework colors and lightning effect. (all VGA versions)
- Too bright costume palette in some rooms. (enhanced CD)
- Torch colors in jail. (enhanced CD)
- Lamp in mansion light color. (enhanced CD)
- Colored corner at the sign on the banana tree. (enhanced CD)
- Jolly Roger still visible on the mast after cooking. (all versions)
- Added additional notices for restored jokes to prevent misunderstandings.
 Krasas
08-24-2010, 12:22 PM
#239
I just have to say this. LogicDeLuxe you rock! I tried your Talkie Version builder and it works amazingly (I have only tested it for a few screens so far, but I am certainly impressed)!
 Laserschwert
08-24-2010, 12:55 PM
#240
By now this has transformed into more than just a talkie version builder... with all those bug fixes, implementations and options (Toggling the narrator? Brilliant!) it's more like to "Ultimate Classic Version Builder".

Awesome!
 LogicDeLuxe
08-24-2010, 1:20 PM
#241
it's more like to "Ultimate Classic Version Builder".Good idea. I think, I will use that name for the next version.
Unless someone has an even better suggestion. :)
 JezzaTheLagomorph
08-25-2010, 7:09 AM
#242
Just a suggestion, can you put in an option to not use the close-up of Spiffy the dog? It sorta looks out of place, since it was from the EGA version.
 whaleyland
08-26-2010, 1:09 AM
#243
"Ultimate Classic Version Builder" suggests that this is less than it actually is. I suggest something more along the lines of "Reverse SCUMM Edition" or "Ultimate Talkie Edition". Basically something that emphasizes the new "talkie" feature, the new "ultimate" additions, and the reversion of the Special Edition to the original SCUMM edition.

I got it, "The Secret of Monkey Island: The Monkeys are Speaking Edition".
 whaleyland
08-26-2010, 1:10 AM
#244
Just a suggestion, can you put in an option to not use the close-up of Spiffy the dog? It sorta looks out of place, since it was from the EGA version.

I like the addition of Spiffy but I think the image could be a bit better quality. Were any other versions of Spiffy produced other than the EGA version? It does look very pixilated compared to the other graphics.
 LogicDeLuxe
08-26-2010, 6:52 AM
#245
I like the addition of Spiffy but I think the image could be a bit better quality.If anyone can provide a better one, please do so. Here are some guidelines:
- It should stay true to the original intention, of course.
- The image should include Guybrush.
- The image must be in 256 color format.
- The image may use any color palette, as long as it doesn't use the first 16 colors.
- The image size must be either 320x144 or 320x200. (which is approximately 16:9 or 4:3, ie. pixels aren't square)

Also very welcome would be MIDI versions of the cannibal music and of the hijack scene.
 DisapprovingOwl
08-29-2010, 1:41 PM
#246
This is absolutely brilliant - played through the latest version today and it's astounding how polished it all is. I didn't encounter any bugs with the speech; it's great to hear that the voice files now appear to all be correctly linked to the relevant dialogue. Improvements such as restoring extra details and effects from the EGA and VGA floppy versions, and fixing artwork errors, is much appreciated too. This is truly Monkey Island as I'd never played it before!

A couple of questions & suggestions:

- Remove the slight camera pan before cutting to the close-up of Spiffy in the Scumm Bar. The game doesn't do this for any of the pirates you can talk to in the bar, and it just comes off as a little weird and unprofessional looking. I'd recommend just cutting straight to the dissolve-in of the close-up, like with the pirates.

- As said, the Spiffy close-up being a modified scan just looks weird, as it's nowhere near as sharp as the other images. I see you're interested in improving this if people are willing to redraw this, so I'll see if I can have a crack at it and post the results. I'd probably give it an orange background to be consistent with the other Scumm Bar images though, since if a VGA version of the image had existed, it probably would have done this anyway. AFAIK, the only reason the current image has a black BG is that all EGA Scumm Bar closeups had a black BG.

- If you notice, in the Scumm Bar close-ups the perspective we see Guybrush from takes into account his height in relation to the position of the patron he's talking to. With this in mind, making Guybrush kneel down (use his 'picking item up from floor' animation) just before cutting to the close-up of Spiffy would better match the close-up, since otherwise the dog is so small that Guybrush's leg should be what's visible in the close-up rather than his head. Even then, since the dog is so small in relation to him, the angle we see him from should be closer to the angle used in Estevan's close-up, rather than the one currently used. If this was done, you'd also need to add him standing back up when cutting back to the bar after finishing talking to Spiffy.

- Since you've been restoring effects and details that were lost in the VGA version, would you be open to making the one-eyed pirate Estevan's eyes dart around when he talks about LeChuck, as in the EGA version? I realise this would require new art, but I'd be willing to have a crack at it if you'd be interested in putting it in. Of course, I'd need screengrabs from the EGA version, for reference regarding how many new frames would be needed and the different positions his eyes would need to be in for each one.

- Is it possible to make the candles in the Scumm Bar kitchen flicker, as they did in the MI1 EGA demo (mentioned on this page (http://home.comcast.net/~ervind/mi1demo.html))?) If so, it might also be an idea to make the candles above the Three Important-Looking Pirates flicker too for consistency.

- Is it possible to combine each of the audio files of Fred (the fat Man of Moral Fiber) in pain with a sound effect of him being hit? Since these only seem to play when he's hit, I don't think this would create any issues, and would help 'sell' the effect more.

- Don't remember if the SE did this, but using the ambient "music" track from the regular version of the docks on Mêlée as the default music on the close-up version (used when Fester tries to kill Guybrush/Elaine tries to save him/LeChuck kidnaps Elaine/Guybrush arrives back on Mêlée, etc.) would add consistency, as it'd mean whenever you're on the docks you'd be able to hear the ocean. Though I'd only recommend doing this if the the music which plays at some points in these scenes would still play at the correct points (e.g. the 'romance' music that comes in while talking with Elaine, or the cue that plays as LeChuck's ship sails off).

- When the Narrator is switched on, is it possible to make the voice file for the Voodoo Soup recipe in Part 2 only play the first time you look at it? I had to keep checking the recipe at various points to see which items to put in, and hearing the voice file every single time I checked it quickly got annoying.

- I know the lines have not been recorded, but are there any voice files in MI1:SE or MI2:SE which would make an acceptable substitute for the un-voiced noises Guybrush makes when he's waking up after making the voodoo soup in Part 2? I'm thinking at least a couple of the more distressed-sounding noises he makes when failing to talk to Elaine earlier in the game might possibly be suitable.

- While being punched across Mêlée by LeChuck, Guybrush doesn't scream as he flies through the air. This would be possible by combining the punch and scream sounds into a single unique sound used for this scene.

- After defeating LeChuck, his body makes a water splashing sound when it collapses to the ground and disappears. Again, I haven't played the SE in a while - is this really the correct sound effect?

Finally, I know this isn't currently a priority, but when this CD Talkie Edition officially reaches a 100% completed version, how easy would it be to modify it to create a version that removes any dialogue that has no corresponding voice files? I realise that the current version is intended as a "completist's version" of the game and that many people would not be interested in a slightly "inferior" version content-wise, but it'd be nice to also have a "fully-voiced" version to use to introduce people to the series without having to worry about missing lines of dialogue souring their experience. The only major changes I can see that would be needed would be re-removing the Stump Joke, removing Carla's one un-voiced insult, and maybe altering the game logic when haggling with Stan to use only values with corresponding audio (I think this was mentioned as an issue - I didn't actually encounter any un-voiced lines on my playthrough today, though).

Either way, this is an awesome project and I can't wait for the final polishing to be done to turn this into a 100% definitive version of Monkey Island 1. I'll get working on my take on the Spiffy close-up as soon as I have some time; will post it when it's done to see if it's good enough to use. = ) Keep up the good work, LogicDeluxe!
 LogicDeLuxe
08-29-2010, 4:55 PM
#247
- Remove the slight camera pan before cutting to the close-up of Spiffy in the Scumm Bar.Good point. Indeed, the panning doesn't serve a purpose anymore.- If you notice, in the Scumm Bar close-ups the perspective we see Guybrush from takes into account his height in relation to the position of the patron he's talking to. With this in mind, making Guybrush kneel down (use his 'picking item up from floor' animation) just before cutting to the close-up of Spiffy would better match the close-up, since otherwise the dog is so small that Guybrush's leg should be what's visible in the close-up rather than his head.The animation should be easy to implement. In the SE graphics, we see Guybrush's feet. I think, both can work, if the perspective is right.
- Is it possible to make the candles in the Scumm Bar kitchen flicker, as they did in the MI1 EGA demo (mentioned on this page (http://home.comcast.net/~ervind/mi1demo.html))?) If so, it might also be an idea to make the candles above the Three Important-Looking Pirates flicker too for consistency.I'm aware of this. I'll ask SimSaw if we can do this with the current tools.- Is it possible to combine each of the audio files of Fred (the fat Man of Moral Fiber) in pain with a sound effect of him being hit?It's on my todo list.- Don't remember if the SE did this, but using the ambient "music" track from the regular version of the docks on Mкlйe as the default music on the close-up version (used when Fester tries to kill Guybrush/Elaine tries to save him/LeChuck kidnaps Elaine/Guybrush arrives back on Mкlйe, etc.) would add consistency, as it'd mean whenever you're on the docks you'd be able to hear the ocean. Though I'd only recommend doing this if the the music which plays at some points in these scenes would still play at the correct points (e.g. the 'romance' music that comes in while talking with Elaine, or the cue that plays as LeChuck's ship sails off).Should be possible. I'll consider it.- When the Narrator is switched on, is it possible to make the voice file for the Voodoo Soup recipe in Part 2 only play the first time you look at it? I had to keep checking the recipe at various points to see which items to put in, and hearing the voice file every single time I checked it quickly got annoying.You might just hit the "."-key to skip his text. Also, you really could just put everything in the pot. This is a foolproof recipe.- I know the lines have not been recorded, but are there any voice files in MI1:SE or MI2:SE which would make an acceptable substitute for the un-voiced noises Guybrush makes when he's waking up after making the voodoo soup in Part 2? I'm thinking at least a couple of the more distressed-sounding noises he makes when failing to talk to Elaine earlier in the game might possibly be suitable.I don't think that they exactly fit the mood. I'd rather not use any MI2:SE sounds, as this would make that game a requirement too, which would be overkill.- While being punched across Mкlйe by LeChuck, Guybrush doesn't scream as he flies through the air. This would be possible by combining the punch and scream sounds into a single unique sound used for this scene.I suppose, I could do this.- After defeating LeChuck, his body makes a water splashing sound when it collapses to the ground and disappears. Again, I haven't played the SE in a while - is this really the correct sound effect?I once heard it in some version which had a sound here (most don't). I think, I'll change it to 100_Ghost_Die.wav, though.Finally, I know this isn't currently a priority, but when this CD Talkie Edition officially reaches a 100% completed version, how easy would it be to modify it to create a version that removes any dialogue that has no corresponding voice files? I realise that the current version is intended as a "completist's version" of the game and that many people would not be interested in a slightly "inferior" version content-wise, but it'd be nice to also have a "fully-voiced" version to use to introduce people to the series without having to worry about missing lines of dialogue souring their experience.I think, a separate version is a bit over the top. A boot param could be implemented to switch those scenes off. Would that serve your needs?and maybe altering the game logic when haggling with Stan to use only values with corresponding audio (I think this was mentioned as an issue - I didn't actually encounter any un-voiced lines on my playthrough today, though).There is a perfect system behind Stan's price ideas. There is no easy fix to cover all possible voice files. I could improve the coverage a lot by only allowing selecting 2000 as the first offer, though. This would eliminate any price ideas above 10000 at least (which all have no voice file), but also might seem strange to only have one option available at first.


And some news:
- I managed to convert MIDI to Adlib. Normally, I'd say, there is still room for tweaking, but unfortunately, I'd have to rewrite the tool to do so. I accidentally damaged some of them in progress. While they sound different to the floppy version, I think, they are quite listenable as I got them now. Due to a completely different sound engine in SCUMM V5, they probably never will sound exactly the same anyways. Hear for yourself in the upcoming version.
- The other lost is my tool to calculate the voice file offsets and create the voices.tbl file used by the build_monster tool. In order to support flac, mp3 and ogg vorbis, and without resampling, I need native file offsets included in that file, so the current version does not work anymore. I have to rewrite that tool.
- Anyway, a few more tweaks and bug fixes in the game are already done, and project credits will be added. The remaining sound problems in native DOS should be fixed too. A few sounds will remain only available in ScummVM, though, due to missing polyphony in native SCUMM V5.
 DisapprovingOwl
08-29-2010, 7:15 PM
#248
Thanks for trawling through my epic wall of text and replying so comprehensively, LogicDeluxe! = ) Will skip anything you've just said you can/will do or that's on your to-do list and just offer the following couple of extra comments:

The animation should be easy to implement. In the SE graphics, we see Guybrush's feet. I think, both can work, if the perspective is right. Good to hear that it'd be easy to implement if necessary. Still, it's probably not worth worrying about until you have a "final" version of the Spiffy close-up that you're happy with, as if the close-up used shows Guybrush's leg rather than his head then it's not worth implementing the extra animation of him kneeling. I'll see whether leg or head looks better when I get to that part of my attempt at redrawing it. = )

You might just hit the "."-key to skip his text. Ah, good point; I thought doing that would skip the screen entirely, so I hadn't tried it. It does indeed work. = ) Never mind, then.

I don't think that they exactly fit the mood. I'd rather not use any MI2:SE sounds, as this would make that game a requirement too, which would be overkill. Yeah, I get what you mean about the sounds I mentioned; they were just the first thing I thought of off the top of my head. Also, good call on saying no to MI2 sounds - I hadn't considered that that would make MI2:SE a requirement too, which would be prohibitive to those who only own the original MI:SE.

I think, a separate version is a bit over the top. A boot param could be implemented to switch those scenes off. Would that serve your needs? That would be even better actually; I didn't even consider you'd be able to make something like that a boot param. Only other thing I'd mention is that, if you couldn't find any suitable sounds within MI:SE for Guybrush's un-voiced noises in Part 2, that they also be removed as a part of this boot param.

There is a perfect system behind Stan's price ideas. There is no easy fix to cover all possible voice files. I could improve the coverage a lot by only allowing selecting 2000 as the first offer, though. This would eliminate any price ideas above 10000 at least (which all have no voice file), but also might seem strange to only have one option available at first. Ah, didn't realise it was so complicated, not having seen the system behind it. I must admit, I've never personally got a price over 10,000, so I didn't even know it went up that high! From what you've said, it sounds like the price system would need to be rebuilt almost from the ground up to work only with the voiced lines, which would be far too much time and effort that could be put into better things. = ) Since any changes to this bit would only be part of an alternative boot param, and from the sounds of it still wouldn't fix the issue entirely, I'd say do whatever you feel is best on this one.

Will stop clogging up this topic with my feedback now; my next post should hopefully be the first version of my take on the Spiffy close-up, which doubtless will need some refinement. = )
 LogicDeLuxe
08-30-2010, 4:44 AM
#249
Another idea popped up, for which I could need help:
Are there any talented voice impersonators around here?
Since we have some missing lines for Carla, Guybrush, the narrator and Stan.
- Carly needs 3 lines added. Most important, the missing insult.
- For Guybrush, it is the stump joke and the noises he makes when lying on the kitchen floor on the Sea Monkey.
- The narrator should read "Deep in the Caribbean", "The Isle of Melee", to be consistent with other announced locations.
- Stan is missing a bunch of price ideas. If a talented Stan is found, I would make a list of all price ideas possible and order it to the missing ones. As I use sox as a tool, I also could splice just the new numbers into the original recording, if it turns out right. We would need the voice acting in any case, though.


That would be even better actually; I didn't even consider you'd be able to make something like that a boot param.One catch, though: While it is really just a command line parameter in ScummVM, it is not that simple to use in DOS. You have to enter debug mode in order to use it. Most SCUMM versions let you just enter a number on the command line, but the talkie enabled SCUMM V5 unfortunately doesn't.

The alternative would be a keyboard shortcut. How is that? On the downside, you would have to activate this mode after you started the game rather than immediately. Just like the narrator mode. On the other hand, if you change your mind, you could toggle it any time.
 JezzaTheLagomorph
08-30-2010, 4:57 AM
#250
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