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john_doe

Latest Posts

Page: 2 of 5
Posted in: README FIRST
 john_doe
09-24-2004, 3:41 AM
#14
Originally posted by Murray the Chao It probably DOES change the facts, but it doesn't really matter because of ScummVM. It doesn't matter if LucasArts released the new versions in the US or not. LucasArts still holds the copyright and distributin...  [Read More]
Posted in: Grim Fandango cutscenes
 john_doe
12-25-2005, 12:14 PM
#17
Hiho, I'll try to make a converter that outputs Png and Wav instead playing the files....  [Read More]
Posted in: Grim Fandango cutscenes
 john_doe
11-26-2005, 4:46 PM
#13
I know about the XviD/DivX/etc issues, it's the Avi output code that doen't work with all codecs. And your PC seems really slow, what model is it? The problem is that even when writing Avi files the movie is played in realtime, i.e. it doesn't wait f...  [Read More]
Posted in: Grim Fandango cutscenes
 john_doe
11-23-2005, 8:23 AM
#10
No, it's just too complicated. The if/while stuff still doesn't work, I either need someone who knows about this stuff or something to read. I know there are Java decompilers etc. that do similar things so it's not impossible....  [Read More]
Posted in: Grim Fandango cutscenes
 john_doe
11-22-2005, 6:39 PM
#7
Well, I didn't do much. The ScummVM and Residual guys did the main work....  [Read More]
Posted in: Grim Fandango cutscenes
 john_doe
11-22-2005, 2:53 PM
#5
Hiho, because I'm a really nice person (and had nothing else to do :)) I violently ripped out the Smush code from Residual and hacked it together into a messy pile of code that was the GriSp player. It can play Grim's videos and - tada - convert them...  [Read More]
Posted in: Editing text/voice in CMI
 john_doe
10-09-2005, 7:56 PM
#2
Iirc the language.tab can be changed/translated without problems. The thing is to get the new wave files back into voxdisk1.bun. Now there are two possible solutions: Make/get a program that lets you do this. The sounds don't even have to be compress...  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
11-17-2005, 10:56 AM
#34
Something funny I just found: There's a string in the t3.mll file "CSIEvidence". Seems they've been working on the CSI game for some time :) Edit: And a lot more of CSI references :)...  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
09-20-2005, 8:53 AM
#28
It's called PIX: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/directxsdk/Tools/Performance/PIX.asp...  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
09-20-2005, 7:39 AM
#25
Hmm...the *.lenc files seem to be encrypted Lua scripts but they're not xor'd with 0xFF. I just got an idea: Iirc there's a tool in the DirectX SDK for debugging DX programs. I think you can also dump all textures uploaded to the system. If one can g...  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
09-19-2005, 5:13 PM
#23
The strange thing is that with some files, there's unencrypted data at the end (i.e. readable ASCII text) while the bytes before are 0xFF-xor'ed and the beginning of the file somehow else....  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
09-17-2005, 9:47 PM
#15
It could also be that not the whole file is xor'ed but only several bytes, then several bytes not (or with a different value) and so on. This could explain the pattern of the corruptions in the dds images....  [Read More]
Posted in: Bone "data.ttarch" file format
 john_doe
09-16-2005, 1:24 PM
#2
Cool. I had a look at the extracted files, of course :) Most of the files seem to start with "SEBM", the following data is xor'ed with 0xFF. The first bytes of each file seem to use another value but it works for the rest of each file so yo...  [Read More]
Posted in: More Psychonauts Stuff
 john_doe
10-06-2005, 10:41 PM
#6
Today I had some time to work on the models again. The extra data at the end of the ppf files really is the level "model". I've tried it in my "viewer" (nothing exciting, I have to hardcode the data offsets). The only thing that r...  [Read More]
Posted in: More Psychonauts Stuff
 john_doe
09-16-2005, 6:45 AM
#2
Not bad. At least we know that there are at least two types of plb-files, one for the levels and one for models. I haven't made any progress with them, though, due to a lack of time and the complexity of the files :) I still can't even parse the plb-...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
07-19-2005, 9:49 AM
#34
I've had a (real) quick look the two files. It seems there's 8-bit audio data at the end of the file, the first blocks seem to be Adpcm-compressed. Strange.......  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
07-19-2005, 4:29 AM
#32
Originally posted by JustinRoad I'm not sure about whether it uses 3DC on the XBox (as 3DC is an ATI technology) Afaik nVidia licensed the 3DC technology from ATI so it could be possible. It's worth a try at least :)...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
07-18-2005, 5:09 PM
#30
Yes, I'll have a look at them later. I also finally found out why the OP_CALL opcode in my Lua decompiler didn't always work...turns out it worked in functions without parameters. As soon as there were parameters I didn't add the to the stack so the...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
07-18-2005, 2:48 PM
#28
Nice work you two are doing :) While searching for more information on how to decompile Lua 4 I came across this exact thread as the first hit :) The deleted posts are still in Google's cache in case you want to copy them: http://216.239.59.104/sea...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
06-03-2005, 8:32 PM
#6
I've had a closer look at the Ppf files. It seems there are several 'sections' of data - textures (at the beginning of the file, a lot of dds files, "PPAK") - models (starts with "MPAK" section) - scripts - more scripts - another...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 john_doe
05-21-2005, 6:03 PM
#2
Very nice! I've had a look at the other files: jan are the animation files, plb seem to be the models. hlps, psh and vsh are Pixel/Vertex Shader programs. If time permits I'll try to work on the plb files :)...  [Read More]
Posted in: Grim Fandango model viewer
 john_doe
04-12-2005, 7:11 AM
#6
I'm the guy :) I was working on a new version of the EMI model viewer that supports Grim Fandango's models as well. The new viewer was based on the findings of the Residual team and even had texture and animation support. Well, the animations looked...  [Read More]
Posted in: Hacking Grim Fandango
 john_doe
11-04-2004, 10:39 AM
#6
Originally posted by masterdebator :D Will it be useful for JUST Grim and M4? If you could give the source code, so I can finish my update on MI1 and 2, I am trying verry hard to edit the levels in CMI... Residual is only for Grim Fandango (at lea...  [Read More]
Posted in: New Scumm utility
 john_doe
10-05-2004, 2:03 AM
#11
Why don't you use an engine like AGS, AGAST etc? Depends what you want, with AGS you can create basic adventure games with little scripting, while AGAST requires at least some basic programming skills, it's more flexible, though. It also supports 640...  [Read More]
Posted in: AkosView Release
 john_doe
10-08-2004, 5:02 AM
#10
Have a look at The Gimp (http://www.gimp.org/), an open-source alternative to Photoshop....  [Read More]
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