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Old 04-12-2010, 04:33 AM   #1
Gannet
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EMI PS2 -> Windows

The PS2 version of EMI supposedly has a number of improvements over the Windows version. What I'd like to do is put these improvements back into the Windows version. I haven't had much success so far but here's what I've learnt...

Dialog:
• The PS2 version shows some extra lines of dialog between Guybrush and the catapult operator. There may be extra dialog elsewhere too, though I'm not sure.
• The extra dialog actually does exist in the Windows data but is unavailable in game due to a small error/oversight with regards to the number of lines of dialog displayed at any one time.
• It can be fixed by inserting the "_dialog.lua" script from the PS2 data into the Windows data, but this has a critical side-effect of the game getting stuck whenever you exit a conversation. Properly fixing it would involve editing and recompiling the script.
• The game uses a custom version of lua 3.1 with a modified bytecode. This means that while I can use luadump to decompile and then edit the script, the game won't accept it if I recompile with normal luac 3.1.

Models:
• The PS2 version supposedly has "9 times as many polys as the PC version"*.
• The format of the PS2 .meshb files is almost identical to the Windows ones. Once converted they can be put into the Windows data and the game will load them correctly.
• The actual difference observed in-game is negligible. Only a handful of meshes actually have (slightly) higher vertex counts, and none appear any better than the Windows ones.
• The PS2 version appears to render models more smoothly than the Windows version, giving the illusion of more polygons (not something that could be changed in the Windows version).

Video:
• The PS2 version has 640x448 mpeg-2 video with 48kHz uncompressed audio, while the Windows version has 640x480 bink video with 22kHz bink audio. The PS2 video suffers from less compression artifacts and the audio is noticeably better.
• With a few tools the PS2 video can be converted to the Windows format with reasonable success. The difference really isn't that great though, especially after recompression.
• If you really want the best quality you're better off just extracting the PS2 video and watching it in a separate player.

Sound:
• The PS2 version supposedly has higher quality sound than the Windows version due to "files that weren't as heavily compressed"*.
• Both the PS2 and Windows voices are 16.5kHz mono. The PS2 files are smaller than the Windows ones though, which implies heavier compression.
• Both the PS2 and Windows sound effects are (almost all) 22kHz mono. The PS2 files are compressed though while the Windows ones are not.
• The PS2 music is 24kHz while the Windows music is 44kHz.
• I can find no basis to the claim above. Perhaps she was thinking of the video when she said that.

Misc:
• The PS2 version includes a new easter egg mini-game called Monkey Invaders, and keeps track of moves you learn for Monkey Kombat so you can easily review them. This will likely all be script-based with lua so could in theory be added to the Windows version but as with the dialog mentioned above, an appropriate lua compiler would be needed to do this.
• The PS2 version uses a 3D model for the giant monkey head which animates open/closed, instead of being pre-rendered as part of the background image and using videos to open/close. This was because "NTSC does some interesting things to certain colors"*. On a PC I think the pre-rendered stuff is better.

Any help or more information regarding any of this would be much appreciated


* Shara Miller Interview, The SCUMM Bar

Last edited by Gannet; 03-31-2011 at 12:20 AM.
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Old 04-13-2010, 02:20 PM   #2
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Nice idea! Here's the specs from that thread, but I don't have the mesh viewer:

Show spoiler

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Old 04-13-2010, 04:49 PM   #3
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Model viewer:
http://quick.mixnmojo.com/temp/emv-0.5beta.zip

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Old 04-13-2010, 07:50 PM   #4
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Thanks guys, great to get that model viewer.
It doesn't open the PS2 mesh files. I took a look at the data and it seems to match the spec except for one differences: the faces data uses longs instead of words (seems everything in the PS2 data must be in multiples of 4). I'll try to convert it and then see if the model viewer and/or the game will load it.
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Old 04-13-2010, 10:40 PM   #5
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Cool, it worked. Sadly though, the difference between the models seems to be negligible :/
Where did the idea of "9 times more polygons" come from? I've seen it mentioned on the forums here and on worldofmi.


Is there any information/tools available for working with the EMI voice files (.wVC inside the bundles)?

Last edited by Gannet; 04-14-2010 at 02:41 AM.
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Old 04-15-2010, 04:37 AM   #6
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Cool, it worked. Sadly though, the difference between the models seems to be negligible :/
How about comparison screenshots, please?
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Old 04-15-2010, 06:45 AM   #7
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I haven't looked at all the models but I've only spotted four so far that actually have different vertex counts. Here's Guybrush and Mr. Cheese. In the Windows data, Guybrush has 1036 vertices and Mr. Cheese has 1000. In the PS2 data, Guybrush has 1056 and Mr. Cheese 1156. Guybrush's cuffs and belt are slightly different and his boots are a slightly different colour. Mr. Cheese's hat is rendered slightly differently. That is all.

Last edited by Gannet; 03-25-2011 at 12:50 AM.
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Old 04-15-2010, 06:52 AM   #8
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Could it be that the PS2 uses a different lighting method to give the illusion of smoother models, or it has some kind of 3D post-processing that smooths some of the vertices? When you look at the hair for example here on the PS2 it looks smoother:

http://images.psxextreme.com/screens..._island_08.jpg


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Old 04-15-2010, 07:11 AM   #9
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You're right, the difference is minimal.

The movies are supposed to be much higher quality on the PS2, although I can't even begin to imagine the size of such a cutscene "patch".
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Old 04-15-2010, 06:55 PM   #10
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@Thrik: Yeah, I'd bet that it just renders them more smoothly, which is not something that could be "fixed" in the Windows version. But I'm curious to know whether "nine times" has any basis or if it's just something random someone made up.

@Radogol: The voices are supposed to be better too. But without any tools that can even playback the files, I can't even verify if this is true or not let alone convert them across. (I tried Bink player but it only works for a couple of the shorter movies - the main cutscenes won't play).

[edit] Okay, I just played the cutscenes in-game and compared to the PS2 video, which plays in VLC. Yes, the PS2 video is higher quality (in terms of compression/artifacts, not model detail) but not hugely. Also, the PS2 video is only 640x448, presumably cut short to display the subtitles below it (in Windows, the subtitles are rendered on top of the video in fullscreen but in a window the video is shorter and they're rendered in the blank space below it). So you're probably losing more than you're gaining anyway.

Last edited by Gannet; 04-15-2010 at 07:44 PM.
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Old 04-16-2010, 01:10 PM   #11
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I'm sure I remember reading the "N times as many polygons" thing with official specs about the game too... but can't find anything with google, apart from this:

http://webcache.googleusercontent.co...&hl=en&ct=clnk
Quote:
Re-rendered, allegedly smoother animations - This is something LEC touted endlessly when promoting the PS2 version, stating that there were "9 times as many polygons" in the character models (???) but honestly I've never noticed a difference. The generally blurrier nature of the PS2 version's visuals makes jagged edges around models much less of an issue than with the PC version, however.

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Old 04-16-2010, 06:40 PM   #12
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This is a great idea, I wouldn't mind a convergence of the best of these two versions at all.

Quote:
Originally Posted by Gannet View Post
Models:
• The PS2 version has been reported by some people to have "nine times more polygons" than the Windows version.
• The format of the PS2 .meshb files is almost identical to the Windows ones. Once converted they can be put into the Windows data and the game will load them correctly.
• The actual difference observed in-game is negligible. Only a handful of meshes actually have (slightly) higher vertex counts, and none appear any 'better' than the Windows ones.
• The PS2 version probably renders models more smoothly than the Windows version, giving the illusion of more polygons. This is not something that could be "fixed" in the Windows version.
I'm just curious for anyone who took the time to open the model files, can you list the differences you saw? Sounds like not even all characters or objects are improved.

Quote:
Originally Posted by Radogol View Post
You're right, the difference is minimal.

The movies are supposed to be much higher quality on the PS2, although I can't even begin to imagine the size of such a cutscene "patch".
Oh man, that's true, but maybe there's some kind of exe that could be make that would require you to have the PS2 disc and just rip them for you and place them over the PC files? I know that's more work, assuming this all happens, but it would be having to go through the agony the Scumm guys used to make you do to convert all the movies from the Feeble Files or download them as they now (sort of grey area) do.

Quote:
Originally Posted by Gannet View Post
@Radogol: The voices are supposed to be better too. But without any tools that can even playback the files, I can't even verify if this is true or not let alone convert them across. (I tried Bink player but it only works for a couple of the shorter movies - the main cutscenes won't play).

[edit] Okay, I just played the cutscenes in-game and compared to the PS2 video, which plays in VLC. Yes, the PS2 video is higher quality (in terms of compression/artifacts, not model detail) but not hugely. Also, the PS2 video is only 640x448, presumably cut short to display the subtitles below it (in Windows, the subtitles are rendered on top of the video in fullscreen but in a window the video is shorter and they're rendered in the blank space below it). So you're probably losing more than you're gaining anyway.
Hah, funny they didn't take the time to use their "9 times as many polys" models for the PS2 version's movies, but just used the same movie masters without compressing them as much. Can't say I'm surprised.
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Old 04-16-2010, 06:54 PM   #13
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@James: Thanks, that's a helpful article. Down the bottom it linked to here, which looks like the official source. It does make it rather confusing though, since I can find no evidence in the data to back up that claim. I'll keep looking though...

@SyntheticGerbil: The screenshots posted later show the differences. If/when I find anything more than that, I'll let you know

Last edited by Gannet; 04-16-2010 at 07:00 PM.
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Old 04-16-2010, 07:04 PM   #14
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Ah crap, I completely missed that part. Sorry.

Thanks for the screenshots by the way, Gannet. It looks like they may have just chamfered some of the edges I'm guess, but it really doesn't make much of a difference of appearances besides it seems that they did it to get rid of some unnecessary hard shadows (not that I noticed in the first place).

Haha, definitely not 9 times more polys.
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Old 04-17-2010, 05:07 AM   #15
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@James: Thanks, that's a helpful article. Down the bottom it linked to here, which looks like the official source.
That's interesting.
What about the "files that weren't as heavily compressed"? Is there any difference in the music? Has it a higher bitrate, or is this just the videos?
And I'm told that it doesn't have iMuse? Is that true too?
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Old 04-18-2010, 06:13 AM   #16
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The music on the Windows version comes in two types: 22kHz or 44kHz mp3s (you choose the quality in the settings). I haven't compared but I wouldn't think the PS2 version would have anything better than that. I believe that comment refers to the video and voice. As for iMuse, I can't determine that from the data but I'm happy believe what others say about it.


Updates on video:

The Windows videos are all in bink format but most have them have a SMUSH header - if I remove this the bink player is happy with it. Also, the PS2 video is not cut off at the bottom as I said earlier but simply squished a little (which is trivial to fix when recompressing with bink). It also has 48kHz uncompressed audio, compared to 22kHz bink audio in the Windows version. It does sound nicer

After a struggle I managed to convert the PS2 video to and put it into the Windows version. The result is reasonable though for some reason the audio had to be reduced to 30kHz because the bink compressor didn't like it any higher than that. I'm happy to write up detailed instructions if anyone wants it.

More interestingly though, I've discovered you can set a flag in the bink videos to make them play at double size. Go 36 bytes from the start of the bik header and change 0x00000000 to 0x00000040. If you've patched your exe to set the resolution to 1280x960 (or higher, but 1280x960 is best for the backgrounds and things) then this is really great . The subtitles stay in their original location, which looks a bit odd, but if you really want you can disable them completely by removing the smush header (seems disabling subtitles in the settings makes the video not play at all on current versions of windows).

Last edited by Gannet; 06-13-2010 at 07:54 PM.
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Old 04-18-2010, 09:28 AM   #17
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Great find! That'll really help enhance the resolution patch!

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Old 04-18-2010, 10:18 AM   #18
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Quote:
Also, the PS2 video is not cut off at the bottom as I said earlier but simply squished a little
Are you playing the PAL or NTSC version? This is a typical artifact that comes from porting games from NTSC to PAL on the cheap. PAL has about 100 extra lines of resolution so instead of re-rendering everything, they just put the original NTSC picture in the middle, leaving about 50 black lines on the top and bottom.
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Old 04-18-2010, 11:17 AM   #19
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Great find! That'll really help enhance the resolution patch!

Seeee-weeeeeet!
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Old 04-18-2010, 01:29 PM   #20
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Gannet's delving into EMI also goes beyond this thread. He's sent me a fix so that windowed mode now works when EMI is patched into a higher resolution.
As a result I'm updating my EMI launcher and its resolution patch. It'll include the windowed fix, Gannet's 'double size' video patch and will let you choose a custom resolution, rather than the 4 pre-selected ones there are now.

The reason I'm posting this is because I also want there to be a decent list of common resolutions to choose from for non-expert users. There'll be the option to type in your own res, but I want to keep the dropdown list with the resolutions already in. Does anyone have a list of common resolutions that you think should be included? I don't want there to be so many that the choice is overwhelming, but there should be a reasonable selection for 4:3, 16:10 and 16:9 aspect ratios.

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Old 04-18-2010, 01:49 PM   #21
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as long as there are 16:10 and 16:9 options, I'm happy. don't know about netbooks though, they sometimes have weird aspect ratios, but I guess they are not in the target audience. thanx for updating the patch bg, I'm really looking forward to playing this again at a reasonable resolution. I've stayed clear of the patch before because the videos still would play in a small window. and I love the idea of having a custom resolution input

Thank you both!
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Old 04-18-2010, 05:56 PM   #22
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@s-island: Hm, I'm not sure. But I suspect it's to do with subtitles rather than an NTSC/PAL thing - the .til files are still 640x480.

@bgbennyboy: Put emphasis on 1280x960 - the videos are fullscreen, the backgrounds scale the nicest and the save thumbnails display properly. For different resolutions though, remember the fix to black out the background when a video is playing. Thanks heaps

Still looking for tools to work with the voice files...

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Old 04-18-2010, 07:14 PM   #23
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Gannet: I've emailed you about the 'black the background out' fix - I couldn't get it to work.

I'm not sure what info there is on the voice files floating around, from what I remember I think they use some sort of compression (VIMA?) in a wav container or something similar. I'm pretty sure that John_Doe's EMI Resource Viewer and one of the versions of SCUMM Revisited could play them back.

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Old 04-18-2010, 08:55 PM   #24
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Hrm, haven't seen any email from you :/
Offset 0x22F9E reads 0x8002. It works for me if I change this to anything else (doesn't matter what the resolution is).

Scumm Rev 5 can extract the voice files but not play them. v3 download no longer works. EMI Resource Viewer 2.1 doesn't play them either and v2.6 download no longer works.
[edit] Okay, I may not be able to play the files but I can at least read the header. Both the Windows and PS2 voice files are 16538Hz 16-bit mono but the PS2 files are smaller than the Windows ones, implying more compression. So I can't see how the PS2 voice could be better.

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Old 04-19-2010, 12:20 PM   #25
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EMI Viewer 2.6

I've dug out my PS2 copy of EMI and its a German PAL version. I can upload some files if you need to compare.

I tried changing 0x8002 to other values at that offset - none seemed to make any difference - the screen isn't blacked out. Are you sure that's the only value you changed?

[Edit] I've had a quick look at the PS2 voice files, I havent done anything more than just look at them in a hex editor but my guess is that they use the PS2 VAG format, which is an adpcm variant.


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Old 04-19-2010, 12:31 PM   #26
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Confirmed - it is VAG. Play it back with something like MFAudio. You'll need to strip the headers from the .scx file first (up to the VAGp header)

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Old 04-19-2010, 06:01 PM   #27
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Beta version of EMI Launcher - lets you choose a custom resolution, includes the "windowed mode with higher res" fix.

Doesn't include the 'black the background out' fix - I can't get it to work yet and doesn't yet include the 'double size' movies patch.

EMI Launcher 1.5 Beta.

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Old 04-19-2010, 11:40 PM   #28
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EMI Viewer 2.6

I've dug out my PS2 copy of EMI and its a German PAL version. I can upload some files if you need to compare.
Thanks heaps, that's great a little app
I've got English NTSC. If you (or anyone else) see anything much different between mine and yours then it'd be great if you could upload them. Note there are art files in the root of the disc and also in subfolders by island - they seem quite redundant so I'm not sure which the game actually uses. I've found copies of guy.meshb in artall, melee/cdt and melee/wed.

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Confirmed - it is VAG. Play it back with something like MFAudio. You'll need to strip the headers from the .scx file first (up to the VAGp header)
Ah, thanks. I had worked out that MFAudio could play them if I manually set the frequency and channels - didn't realise there was an extra header I needed to remove to make it work automatically. Anyway, the voices don't sound any different to me so I'll put that one to rest for now.

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Old 04-20-2010, 05:45 PM   #29
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The guy.meshb is identical, at first glance it doesn't look like anything is particularly different. I don't imagine that any of the assets apart from the text will have been changed.

Thanks for sending me your .exe, unfortunately i still get dont get the backgrounds blacked out for videos. Perhaps its somehow dependant on graphics card drivers.

I've updated EMI Launcher again so that it lets you play in windowed mode if you're using a higher resolution (link is the same as that above). If anyone can, I'd still appreciate some suggestions for what the 'built-in' resolutions in the drop-down list should be.

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Old 04-20-2010, 05:49 PM   #30
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Don't suppose any of this will be transferable to Grim Fandango?
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Old 04-20-2010, 05:51 PM   #31
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Sadly not I think. I tried patching Grim into a higher resolution years ago. I think I've deleted the screenshot from my site but essentially - Manny could move around in the larger window - but the backgrounds didnt scale up and we're just shown in a 640x480 window in the corner.

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Old 04-22-2010, 08:03 AM   #32
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The guy.meshb is identical, at first glance it doesn't look like anything is particularly different. I don't imagine that any of the assets apart from the text will have been changed.
Hm, thanks. Did you notice when playing if the models are smooth or not?

Anyone else who has the PS2 version, let me know
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Old 04-22-2010, 01:57 PM   #33
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http://www.youtube.com/watch?v=7qY40P41Z2U - gameplay video from the PS2 version. The models LOOK smoother, but it's hard to tell with such a low resolution.
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Old 04-22-2010, 06:07 PM   #34
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Here's a quick list of some common resolutions...

5:4
1280x1024

4:3 (not very common at all now but I think these two at least are important)
1024x768
1280x960

16:10
1280x800
1440x900
1680x1050
1920x1200

16:9
1366x768
1920x1080

Personally I would never use a ratio other than 4:3 because I hate stretching


Does anyone know who made luadump?

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Old 06-26-2010, 09:47 PM   #35
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How much progress has been made with the cutscenes? Can they be incorporated into the launcher?
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Old 06-26-2010, 10:33 PM   #36
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The only thing I really want to know is how adding the Monkey Kombat chart into the game is going. It would make that part of the game so much better.
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Old 07-05-2010, 06:25 AM   #37
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Things like the monkey chart aren't possible unless someone makes a compatible lua compiler. I don't think it'll ever happen, sadly.

As for the cutscenes... any news, bgbennyboy?
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Old 07-05-2010, 01:25 PM   #38
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Whoops! I forgot about this. I shall sort it in the next few weeks, if I dont feel free to remind me and or chastise me.

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Old 07-27-2010, 05:39 PM   #39
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*poke*
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Old 07-31-2010, 07:58 AM   #40
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Whoops! I'll get back into this.

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