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Old 07-14-2010, 06:39 PM   #121
TheJoe
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Quote:
Originally Posted by paprik123456 View Post
Yeah,... MI1:SE utility does this:

open and export all files from .pak file
(that way I got completely opened game with folders)

I repainted it and overwrite old ones by new ones in game folder. Very simple isnt it?
So, does somebody has the power to make this similar utility for MI2:SE?

Thank you.
It's already been done.
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Old 07-14-2010, 06:56 PM   #122
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The Monkey Island Explorer works with MI2:SE. You can use that to extract bitmaps.

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Old 07-15-2010, 10:29 AM   #123
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okay so i am a little lost in most if not all of this
is it possible to rip all of the voices out of the game
and then insert them into the old game using ScummSpeaks
or is there an easier way?
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Old 07-15-2010, 11:56 AM   #124
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Originally Posted by Jackpumpkinhead View Post
okay so i am a little lost in most if not all of this
is it possible to rip all of the voices out of the game
and then insert them into the old game using ScummSpeaks
or is there an easier way?
You'll need to match each wav to the appropriate lines in ScummSpeaks. That's going to be a very tough thing to do.

What stage are you at? Did you unxwb the speech file?
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Old 07-15-2010, 01:38 PM   #125
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Originally Posted by bgbennyboy View Post
Attached is the mappings for the speech files.

Later on I'll amend the music extractor so that it gives the speech files the correct names.
No disrespect, but is it just me or does that list not match up?
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Old 07-15-2010, 05:27 PM   #126
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Originally Posted by TheJoe View Post
You'll need to match each wav to the appropriate lines in ScummSpeaks. That's going to be a very tough thing to do.

What stage are you at? Did you unxwb the speech file?
i have done nothing
i am not sure what to do or where to start
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Old 07-15-2010, 06:37 PM   #127
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Quote:
Originally Posted by SKA-T View Post
No disrespect, but is it just me or does that list not match up?
I gave it a quick test and it all seemed to. Which bits dont match?

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Old 07-15-2010, 06:48 PM   #128
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I gave it a quick test and it all seemed to. Which bits dont match?

Well, for instance. File 00000000.wav plays "To Elaine Marley!" Comparing against the speech.info file that should be either ZUL_55_entryway_16_26 or POT_55_entryway_17_1. The match in the spreadsheet says it's ZUL_55_entryway_69_2. The second entry in the spreadsheet says ANT_48_antique_1_2 whose text in the speech.info file is "I only sell the finest of pirate memorabilia"
but the 00000001.wav plays "To this great party!"

Or did my file numbering get totally jacked somehow in the conversion?
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Old 07-15-2010, 07:07 PM   #129
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Originally Posted by Jackpumpkinhead View Post
i have done nothing
i am not sure what to do or where to start
Look for bgbennyboy's earlier post for his Wavebank Extractor. Extract the zip in the audio file in the MI2SE folder and literally drag the file speech.xwb onto DECODE_AUDIO.cmd. It will take some time, but eventually you will have wav files of all the dialogue in the Decoded folder.

Use bgbennyboy's spreadsheet to match each line.

Note that some have been changed, removed etc. Also remember that will be a very time consuming process. Best of luck.
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Old 07-16-2010, 10:57 AM   #130
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How can I extract image files with alpha channel?

I find the way. I must save not raw than DDS format (save all DDS images) with monkey island explorer.

I need only working translate tool for MISE 2....

Last edited by kenand; 07-16-2010 at 12:55 PM.
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Old 07-16-2010, 02:38 PM   #131
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I haven't tested the Monkey Island explorer 0.3 yet, but is it possible to get the 3D models of Guybrush or LeChuck out as well? What format is it? Is it packed in different format or can be opened in any 3D programs? Is it possible to get their textures too?


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Old 07-16-2010, 06:41 PM   #132
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I haven't tested the Monkey Island explorer 0.3 yet, but is it possible to get the 3D models of Guybrush or LeChuck out as well? What format is it? Is it packed in different format or can be opened in any 3D programs? Is it possible to get their textures too?
There are no 3d models included in the game. What you are seeing are pictures of 3d models.
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Old 07-17-2010, 07:38 AM   #133
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Quote:
Originally Posted by SKA-T View Post
Well, for instance. File 00000000.wav plays "To Elaine Marley!" Comparing against the speech.info file that should be either ZUL_55_entryway_16_26 or POT_55_entryway_17_1. The match in the spreadsheet says it's ZUL_55_entryway_69_2. The second entry in the spreadsheet says ANT_48_antique_1_2 whose text in the speech.info file is "I only sell the finest of pirate memorabilia"
but the 00000001.wav plays "To this great party!"

Or did my file numbering get totally jacked somehow in the conversion?
It sounds like I probably messed up with the speech. I'll have a look at it.

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Old 07-17-2010, 10:06 AM   #134
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It sounds like I probably messed up with the speech. I'll have a look at it.

I think I have it figured out, but I don't see how to attach the spreadsheet to my post here. I also have xsb files with just the cue names in the proper order to use with the -b switch in the program you posted in order to name them properly as they are extracted from the wavebank file. For just the speech and commentary at the moment, working on the rest.

Last edited by SKA-T; 07-17-2010 at 10:22 AM.
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Old 07-17-2010, 11:17 AM   #135
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Zip it up and in advanced view go to 'manage attachments' or failing that send it me.

What methodology did you use to match them up? I had just assumed that the cue names from the soundbank would match those in the wavebank, like in MusicNew.

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Old 07-17-2010, 11:39 AM   #136
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Zip it up and in advanced view go to 'manage attachments' or failing that send it me.

What methodology did you use to match them up? I had just assumed that the cue names from the soundbank would match those in the wavebank, like in MusicNew.
In the soundbank file there are 128 bytes for storing the name of the soundbank and wavebank. Directly following that are indexes of the the cues in the soundbank. The order of indexes, starting at 0, is the same for the order of cues at the end of the file. At the end of each index the last 3 bytes indicate the position in the wavebank where that cue resides. In the speech soundbank all of the indexes are 19 bytes long except for the 0th, 6514th, and 6515th. Those 3 are 12 bytes long.

So, for instance the first (0) index ends in 42 02 00. The first (0) name in the cue list is ZUL_55_entryway_69_2. So the position of of that cue in the wavebank is 578. Again counting from zero. And so on and so forth through all 7157 cues.

It works the same for the commentary sound file except all the indexes in that file are all 12 bytes long. The music files seem to have multiples cues for the same sound, so those are giving me a little bit of trouble.

And I don't see a manage attachments option, maybe I don't have those privileges yet? Anyway I'll send you directly the spreadsheet.

Last edited by SKA-T; 07-17-2010 at 11:55 AM.
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Old 07-17-2010, 01:59 PM   #137
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I've got a tool ready for re-encoding the DDS files back to DXT. The only thing holding it up now is the gzip settings.

Right now the files I produce are smaller than the original files, I assume this is a memory/compression tradeoff though, so I'm trying to make them the same (larger) size as they are originally.

I'm currently fiddling with WindowBits and CompressionLevel settings to try and find the magic combination.

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Old 07-17-2010, 07:11 PM   #138
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Sorted it.

I couldn't get the compression identical to the original files, the closest I could get was by setting the windowbits to -8, the memlevel to 1 and using the fastest compression preset. I could've made the GZip'ed files for MI2 much smaller but I assume that the game has the larger filesizes for a reason - possibly a tradeoff for less memory needed for decompression.


Also - SKA-T - I've got your email, I'll post your stuff up tomorrow

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Old 07-18-2010, 05:01 AM   #139
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Here are SKA-T's revised MI2 sound mappings.

I'll update the music dumper soon.

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Old 07-18-2010, 07:14 AM   #140
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Compiled tracks?

Has anyone managed to compile the voodoo and woodtick (etc) tracks to a sngle track with all the variations in it?

I have the wav's but I have no idea how to put them together.

Any suggestions, or completed files?
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Old 07-18-2010, 09:35 AM   #141
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Quote:
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Has anyone managed to compile the voodoo and woodtick (etc) tracks to a sngle track with all the variations in it?

I have the wav's but I have no idea how to put them together.

Any suggestions, or completed files?
http://www.lucasforums.com/showthread.php?t=204639

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Old 07-18-2010, 09:58 AM   #142
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Here are SKA-T's revised MI2 sound mappings.

I'll update the music dumper soon.
Thanks for putting that up. I should have an updated list with the matching dialog by the end of the day. It'll be a little easier to see than digging through the speech.info file if someone needs a quick reference.
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Old 07-18-2010, 10:43 AM   #143
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Originally Posted by bgbennyboy View Post
I've got a tool ready for re-encoding the DDS files back to DXT. The only thing holding it up now is the gzip settings.

Right now the files I produce are smaller than the original files, I assume this is a memory/compression tradeoff though, so I'm trying to make them the same (larger) size as they are originally.

I'm currently fiddling with WindowBits and CompressionLevel settings to try and find the magic combination.
If you finished it, please put it. I wish to use dds to DXT converter.

And I'm looking for fonts:
(Font for episode titles)



and Phatt Island logo

Last edited by kenand; 07-18-2010 at 10:51 AM.
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Old 07-18-2010, 10:44 AM   #144
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Quote:
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If you finished it, please put it. I wish to use dds to DXT converter.
Read the rest of the thread

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Old 07-18-2010, 10:52 AM   #145
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Thank you for converter
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Old 07-18-2010, 11:18 AM   #146
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And I'm looking for fonts
I'm pretty sure they are handdrawn.

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Old 07-18-2010, 12:47 PM   #147
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I'm pretty sure they are handdrawn.

I'm not sure.
I found all fonts in MISE 1 used in graphics and translated pictures to Hungarian language


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Old 07-18-2010, 01:40 PM   #148
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That's because it's MI1:SE. Most of the MI2:SE graphic texts are really handdrawn (in the same style as they were drawn in MI2 original) so you will have to redraw yourself by hand. Chances that there are fonts for that are close to nil.
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Old 07-18-2010, 08:31 PM   #149
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Guys, can somebody upload all music from MI1:SE and MI2:SE as mp3 somewhere, so we can download it?? appreciated


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Old 07-18-2010, 09:11 PM   #150
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Guys, can somebody upload all music from MI1:SE and MI2:SE as mp3 somewhere, so we can download it?? appreciated
Audacity is a free program and it will encode the wav files to just about any format that you want.
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Old 07-18-2010, 10:40 PM   #151
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I just updated the spreadsheet that bgbennyboy posted for me to include the dialog lines that matches the speech sound files. Obviously I didn't test them all, but I did test a random handful and everything seems to match up. There a few that will be blank. They aren't indexed in either the speech.info file or the en.speech.info file. I've been to busy digging into the files to actually play the game so I don't know if they are used without any lines on the screen or if they aren't used at all. Anyway, that will be available whenever bgbennyboy gets my email and posts it.
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Old 07-19-2010, 05:32 AM   #152
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I've updated the link for SKA-T's mappings. Make sure you look inside both worksheet 1 and worksheet 2.

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Old 07-19-2010, 04:46 PM   #153
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I've got wavebank and adpcm support working in Monkey Island Explorer. So rather than update the music extractor the music dumper will be integrated into MI Explorer from now on.

This has a few advantages:
1 - I've got adpcm playing correctly now so there's no need for the lossy conversion to pcm wav that there is currently.
2 - I can use SKA-T's mappings to add correct/more descriptive filenames to all sounds and music.

I just need to polish and test it a bit more and should release the new version in a few days.

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Old 07-19-2010, 11:27 PM   #154
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Nice work!


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 07-20-2010, 09:00 AM   #155
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Nice work!
Please update MISE explorer with translate tool function
There is not translate tool for version 2 yet...
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Old 07-20-2010, 09:41 AM   #156
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will this new version work with the speech sounds too or just the music
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Old 07-20-2010, 09:49 AM   #157
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1 - I've got adpcm playing correctly now so there's no need for the lossy conversion to pcm wav that there is currently.
How is converting to PCM lossy? O_o


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Old 07-20-2010, 01:26 PM   #158
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How is converting to PCM lossy? O_o
It er..isn't. My brain was fried after delving into different WAVEFORMAT structures and ADPCM coefficients


Quote:
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will this new version work with the speech sounds too or just the music
Yes it works with all audio from both games.


Its basically done now, I just need to package it up, do a readme file and make it a proper section on my site. So release will be tomorrow probably.

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Old 07-20-2010, 04:41 PM   #159
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It er..isn't. My brain was fried after delving into different WAVEFORMAT structures and ADPCM coefficients
Haha, no problem. I've been there before too... It took a while to wrap my brain around QuickTime IMA ADPCM...


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Old 07-20-2010, 06:20 PM   #160
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Yes it works with all audio from both games.

Question. Will it play the xWMA files from the SFX soundbanks?
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