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07-14-2010, 06:39 PM
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#121
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Join Date: Oct 2008
Posts: 141
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Quote:
Originally Posted by paprik123456
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.
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It's already been done.
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07-14-2010, 06:56 PM
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#122
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Junior Member
Join Date: Jul 2008
Location: Holland
Posts: 497
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The Monkey Island Explorer works with MI2:SE. You can use that to extract bitmaps.
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07-15-2010, 10:29 AM
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#123
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Join Date: Mar 2010
Posts: 113
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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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07-15-2010, 11:56 AM
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#124
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Posts: 141
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Quote:
Originally Posted by Jackpumpkinhead
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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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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07-15-2010, 01:38 PM
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#125
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Join Date: Oct 2009
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Quote:
Originally Posted by bgbennyboy
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.
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No disrespect, but is it just me or does that list not match up?
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07-15-2010, 05:27 PM
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#126
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Join Date: Mar 2010
Posts: 113
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Quote:
Originally Posted by TheJoe
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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i have done nothing
i am not sure what to do or where to start
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07-15-2010, 06:37 PM
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#127
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Festively Plump
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Quote:
Originally Posted by SKA-T
No disrespect, but is it just me or does that list not match up?
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I gave it a quick test and it all seemed to. Which bits dont match?
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07-15-2010, 06:48 PM
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#128
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Quote:
Originally Posted by bgbennyboy
I gave it a quick test and it all seemed to. Which bits dont match?
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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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07-15-2010, 07:07 PM
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#129
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Join Date: Oct 2008
Posts: 141
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Quote:
Originally Posted by Jackpumpkinhead
i have done nothing
i am not sure what to do or where to start
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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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07-16-2010, 10:57 AM
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#130
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Rookie
Join Date: Sep 2009
Posts: 51
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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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07-16-2010, 02:38 PM
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#131
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Rookie
Join Date: Jun 2007
Location: Cumming
Posts: 58
Current Game: Monkey Islands
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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?
3D Artist and Animator
Patrik Spacek
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07-16-2010, 06:41 PM
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#132
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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Quote:
Originally Posted by paprik123456
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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There are no 3d models included in the game. What you are seeing are pictures of 3d models.
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07-17-2010, 07:38 AM
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#133
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Festively Plump
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Quote:
Originally Posted by SKA-T
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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It sounds like I probably messed up with the speech. I'll have a look at it.
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07-17-2010, 10:06 AM
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#134
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Quote:
Originally Posted by bgbennyboy
It sounds like I probably messed up with the speech. I'll have a look at it.
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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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07-17-2010, 11:17 AM
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#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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07-17-2010, 11:39 AM
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#136
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Join Date: Oct 2009
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Quote:
Originally Posted by bgbennyboy
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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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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07-17-2010, 01:59 PM
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#137
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Festively Plump
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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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07-17-2010, 07:11 PM
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#138
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Festively Plump
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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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07-18-2010, 05:01 AM
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#139
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Festively Plump
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Here are SKA-T's revised MI2 sound mappings.
I'll update the music dumper soon.
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07-18-2010, 07:14 AM
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#140
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Lurker
Join Date: Jul 2010
Posts: 1
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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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07-18-2010, 09:35 AM
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#141
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Quote:
Originally Posted by andrewvanmarle
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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http://www.lucasforums.com/showthread.php?t=204639
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07-18-2010, 09:58 AM
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#142
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Rookie
Join Date: Oct 2009
Posts: 14
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Quote:
Originally Posted by bgbennyboy
Here are SKA-T's revised MI2 sound mappings.
I'll update the music dumper soon.
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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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07-18-2010, 10:43 AM
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#143
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Rookie
Join Date: Sep 2009
Posts: 51
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Quote:
Originally Posted by bgbennyboy
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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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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07-18-2010, 10:44 AM
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#144
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Festively Plump
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Quote:
Originally Posted by kenand
If you finished it, please put it. I wish to use dds to DXT converter.
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Read the rest of the thread 
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07-18-2010, 10:52 AM
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#145
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Join Date: Sep 2009
Posts: 51
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Thank you for converter
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07-18-2010, 11:18 AM
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#146
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,070
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Quote:
Originally Posted by kenand
And I'm looking for fonts
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I'm pretty sure they are handdrawn.
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07-18-2010, 12:47 PM
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#147
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Quote:
Originally Posted by Laserschwert
I'm pretty sure they are handdrawn.
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I'm not sure.
I found all fonts in MISE 1 used in graphics and translated pictures to Hungarian language

Last edited by kenand; 07-18-2010 at 01:04 PM.
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07-18-2010, 01:40 PM
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#148
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Join Date: Jul 2009
Posts: 20
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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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07-18-2010, 08:31 PM
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#149
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Rookie
Join Date: Jun 2007
Location: Cumming
Posts: 58
Current Game: Monkey Islands
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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
3D Artist and Animator
Patrik Spacek
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07-18-2010, 09:11 PM
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#150
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Rookie
Join Date: Oct 2009
Posts: 14
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Quote:
Originally Posted by paprik123456
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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Audacity is a free program and it will encode the wav files to just about any format that you want.
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07-18-2010, 10:40 PM
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#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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07-19-2010, 05:32 AM
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#152
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Festively Plump
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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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07-19-2010, 04:46 PM
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#153
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Festively Plump
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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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07-19-2010, 11:27 PM
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#154
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Junior Member
Join Date: Jan 2007
Location: Winnipeg, Manitoba, Canada
Posts: 304
Current Game: Wallace & Grommit
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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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07-20-2010, 09:00 AM
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#155
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Rookie
Join Date: Sep 2009
Posts: 51
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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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07-20-2010, 09:41 AM
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#156
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Rookie
Join Date: Mar 2010
Posts: 113
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will this new version work with the speech sounds too or just the music
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07-20-2010, 09:49 AM
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#157
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Rookie
Join Date: Oct 2006
Location: USA!
Posts: 154
Current Game: Full Throttle
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Quote:
Originally Posted by bgbennyboy
1 - I've got adpcm playing correctly now so there's no need for the lossy conversion to pcm wav that there is currently.
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How is converting to PCM lossy? O_o
It's Enrico Palazzo!
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07-20-2010, 01:26 PM
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#158
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Festively Plump
Status: Super Moderator
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Quote:
Originally Posted by clone2727
How is converting to PCM lossy? O_o
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It er..isn't. My brain was fried after delving into different WAVEFORMAT structures and ADPCM coefficients
Quote:
Originally Posted by Jackpumpkinhead
will this new version work with the speech sounds too or just the music
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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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07-20-2010, 04:41 PM
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#159
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Rookie
Join Date: Oct 2006
Location: USA!
Posts: 154
Current Game: Full Throttle
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Quote:
Originally Posted by bgbennyboy
It er..isn't. My brain was fried after delving into different WAVEFORMAT structures and ADPCM coefficients 
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Haha, no problem. I've been there before too... It took a while to wrap my brain around QuickTime IMA ADPCM...
It's Enrico Palazzo!
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07-20-2010, 06:20 PM
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#160
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Rookie
Join Date: Oct 2009
Posts: 14
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Quote:
Originally Posted by bgbennyboy
Yes it works with all audio from both games.
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Question. Will it play the xWMA files from the SFX soundbanks?
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