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john_doe

Latest Posts

Page: 5 of 5
Posted in: [little off topic] Pictures from Making Magic
 john_doe
11-25-2002, 1:00 PM
#2
NUT files seem to be essentially Smush (SAN) files with a different file extension. I don't know if there are any new codecs in BtM's NUT files, but maybe the Smush player can "play" the NUT's....  [Read More]
Posted in: The Dig - Music, Voices, Animations
 john_doe
11-17-2002, 9:36 AM
#4
@Ender: I have a question about the GPL (I mailed you some time ago but you didn't respond): Problem: I have a main program that uses a DLL (as a plug-in). This DLL then uses parts of the ScummVM code. Is it ok to put only the DLL source under GPL an...  [Read More]
Posted in: CMI and Fonts
 john_doe
10-18-2002, 12:19 PM
#6
Originally posted by Ender We've got some Nut viewer code in ScummVM (scumm/smush/frenderer.cpp). I'm not sure how similar the format is against CMI, but it renders the Full Throttle and Dig fonts perfectly. I think the fonts are the same, howe...  [Read More]
Posted in: CMI and Fonts
 john_doe
10-17-2002, 5:36 PM
#3
AFAIR the fonts in CMI were the .nut files (the format similar to the Insane cutscenes). I think I have (or had) a simple viewer for them...at least I have the specs of the Nut files somewhere on one of my backup-CDs. Maybe I can code a little viewer...  [Read More]
Posted in: Linux!
 john_doe
10-04-2002, 7:15 PM
#2
Of what?!...  [Read More]
Posted in: Voices
 john_doe
08-21-2002, 2:53 PM
#2
A great way to get the voices working is to buy the game!!...  [Read More]
Posted in: Obj Images and Layers
 john_doe
08-15-2002, 8:42 AM
#14
Originally posted by checkmate I wrote some code to save the image as a BMP file...upside down! I'll upload the new AkosView when I figure out how to flip it right side up. IIRC you just have to set a negative height, i.e. -HEIGHT :) I think this...  [Read More]
Posted in: Obj Images and Layers
 john_doe
08-14-2002, 1:54 AM
#9
Originally posted by checkmate If you really want to rip the images, you'll have to wait a bit. I'm making plans for an internal GIF compressor, but I don't know much about GIF. You could take screenshots with the Print Screen key, but the colors ar...  [Read More]
Posted in: The Dig Music!!!
 john_doe
07-17-2002, 8:20 AM
#6
Hiho, few days after the The Dig music player came out I mailed the guy who coded it and asked for the source code, and got it some days later. Essentially it's just some disassebled code (asm output from IDA) wrapped up with C code, i.e. the real a...  [Read More]
Posted in: help with Dig music decompression
 john_doe
07-06-2002, 2:15 AM
#2
If The Dig already uses parts of the CMI sound compression stuff, it's most likely 12-bit raw pcm....  [Read More]
Posted in: iMUSE patent...
 john_doe
07-04-2002, 6:23 AM
#6
All I know is that I hate the word "apparatus" now. ;)...  [Read More]
Posted in: Grim Fandango Movies
 john_doe
05-24-2002, 7:15 PM
#2
Originally posted by FunnyML How can I play these movie files (I think it were snm files)??? You can't yet. But it's being worked on (I think). :)...  [Read More]
Posted in: editit
 john_doe
05-10-2002, 6:21 PM
#2
I don't have an answer to your question, but I can say that you don't bother us (at least me) at all. So there's no need to apologize for asking :), really....  [Read More]
Posted in: ScuMMVM, DOTT and Sam&Max
 john_doe
05-10-2002, 6:19 PM
#3
AFAIK ScummVM has problems with these games' iMuse implementations or something like that...not sure....  [Read More]
Posted in: Akos...
 john_doe
05-08-2002, 5:48 PM
#11
Originally posted by checkmate Would my Wintel machine be considered Big Endian or Little Endian? Little Endian, I'm guessing. Are you saying that there's no such thing as a "Big Endian" or "Little Endian" byte? Yes, the Intel...  [Read More]
Posted in: Akos...
 john_doe
05-08-2002, 1:22 AM
#6
Originally posted by Endy If you work out Codec 16, the scummvm team will be very happy. *grin* :) - Ender Developer, ScummVM This codec 16 is really strange. Ludvig once mentioned this could be sort of a Huffman-like compression (but I'm sure yo...  [Read More]
Posted in: other games
 john_doe
05-08-2002, 7:41 PM
#8
Originally posted by itisme The files i was thinking of were the *.mus files. I know that they were used in CMI or Grim Fandango or something. The *.mus files are standard Mp3 files just with a different extension. You can just drag them onto the W...  [Read More]
Posted in: other games
 john_doe
05-07-2002, 12:10 PM
#6
I'd really like to know what ScummRev showed, too. However, I doubt it was something useful as I've worked on the Discworld Noir files (the *.scn files) myself and can say that they are compressed so you can't do anything with them unless you know th...  [Read More]
Posted in: grimovie.exe
 john_doe
05-05-2002, 6:36 PM
#41
Originally posted by Serge So you ARE still doing SCUMM stuff, Ben... :) We ought to start working together again then. ;) - Serge Of course I am... :) Not as much as when I was still in school but from time to time I do some SCUMM stuff... Howe...  [Read More]
Posted in: grimovie.exe
 john_doe
05-05-2002, 4:43 AM
#38
Originally posted by Serge That the .exe is an isolated SMUSH player isn't the only thing that's great about it, I just found... When LEC released it, they also forgot to remove the debugging info from it. So, with the right disassembler, every sin...  [Read More]
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