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10-26-2009, 11:29 PM
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#241
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Rookie
Join Date: Jun 2007
Location: Cumming
Posts: 58
Current Game: Monkey Islands
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can we get that tool pls.. ? because other people here, offered their tool too, so you could help all of us.
3D Artist and Animator
Patrik Spacek
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10-28-2009, 03:04 PM
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#242
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Rookie
Join Date: Oct 2009
Location: Germany
Posts: 24
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Quote:
Originally Posted by enz°
I've translated all fonts to russian language (for ENPYStudio)
I used:
1) Adobe Photoshop (CS4) - creating temporary png with all chars (large space between chars)
2) my tool written on Delphi (2010) - recognize (cut) all chars images from temp.png, make compact (no spaces between chars) png with chars by my order (ex: ...Z[\]^` enzo_amdbcf... ), make *.font for this png.

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Nice work, Enz°, however, I'd like to make some comments on your russian characters of the font:
It looks very nice, but you shouldn't try to create an "И" out of an "N" - these are totally different letters and you won't get one out of another just by mirroring. In "N", you have two narrow vertical lines and one bold diagonal, going in the direction Northwest-Southeast ( \), as well as incomplete serifs on it. In an "И", you have two bold vertical lines and a narrow diagonal Southwest-Northeast line (/), and complete serifs.
You should try to take an "H", erase the middle bar and draw a new, narrow, diagonal line.
Sorry I don't use any real professional typographist lingo, in fact, I don't know it, though I used to be a font designer myself. And, если что, я по-русски говорю.
About the rest - quite beautiful, and will probably do what it should.
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10-29-2009, 03:12 PM
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#243
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Rookie
Join Date: Sep 2009
Posts: 51
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Use misetram.jar for translation or use hexeditor
We finished hungarian translation.
HOOK ISLAD tile font:
http://www.abstractfonts.com/font/11644
Last edited by kenand; 10-29-2009 at 03:25 PM.
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10-29-2009, 03:27 PM
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#244
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Rookie
Join Date: Jun 2007
Location: Cumming
Posts: 58
Current Game: Monkey Islands
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where can I find the misetram.jar ? yes the link is dead, I will send him a message...
3D Artist and Animator
Patrik Spacek
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11-04-2009, 04:58 PM
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#245
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Rookie
Join Date: Jul 2009
Posts: 11
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i haven't had the time to work on the tool recently. I don't know when I'll upload a new version. I will provide another updated version. I just can't make any promises about when.
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11-05-2009, 01:42 PM
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#247
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Junior Member
Join Date: Jul 2008
Location: Holland
Posts: 497
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You should post mods and patches for SoMI:SE iin the other thread for mods and patches instead of in this thread.
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11-10-2009, 01:28 PM
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#248
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Rookie
Join Date: Jun 2009
Location: Rostock, Germany
Posts: 140
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lil question: has anyone analyzed the xWMAs within the game yet? do they have a constant or a variable bitrate? they're quite small files ...
... oh the official soundtrack just takes too long!
edit: oh my. i just took the calculator and ...
96 kbps WMA in a HD video game in the year 2009. What have they done?!?!?!?
for notexistingchrissake: release a CD album!!!!
Last edited by sinus; 11-10-2009 at 01:48 PM.
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11-19-2009, 02:10 PM
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#249
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Rookie
Join Date: Sep 2008
Posts: 14
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koun, any progress with uiText.info tool? 
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11-19-2009, 11:57 PM
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#250
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Lurker
Join Date: Aug 2009
Location: Russian Federation
Posts: 4
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Last edited by enz°; 11-20-2009 at 03:40 PM.
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11-20-2009, 01:57 PM
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#251
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Rookie
Join Date: Sep 2008
Posts: 14
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Could reupload file on depositfiles, or any other site? I can't download it.
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11-20-2009, 03:38 PM
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#252
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Lurker
Join Date: Aug 2009
Location: Russian Federation
Posts: 4
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ronzbig1,
sure, see above
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11-21-2009, 12:38 PM
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#253
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Rookie
Join Date: Sep 2008
Posts: 14
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Thanks  I have a question - your utility changes french text, or some else?
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11-21-2009, 05:18 PM
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#254
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Lurker
Join Date: Aug 2009
Location: Russian Federation
Posts: 4
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Quote:
Originally Posted by ronzbig1
Thanks  I have a question - your utility changes french text, or some else?
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Select the appropriate langID and edit.
Also you can change langID of colums by RightClick on the column header.
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11-23-2009, 06:05 AM
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#255
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Rookie
Join Date: Nov 2009
Posts: 12
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Hi guys, I'm myloch, I'm new here but veteran adventure gamer! 
I like very much the khar's replacement sign for stan's shop, but link is broken.
Please can someone upload it again? thanks
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11-23-2009, 01:07 PM
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#256
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Junior Member
Join Date: Jul 2008
Location: Holland
Posts: 497
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11-24-2009, 04:56 PM
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#257
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Rookie
Join Date: Nov 2009
Posts: 12
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thanks man! 
I saw that you fixed some problems in the forest. well... I found a BIG problem, worse than the store one: there is a room in the forest where there is a ravine (visible in classic mode) but invisible in hires mode (look like a normal path). I discovered it because the character cannot move forward, if you switch to classic mode, you see it.
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01-29-2010, 08:23 AM
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#258
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Lurker
Join Date: Jan 2010
Posts: 5
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I need help with Czech subtitles
Hi, I have problem.Im Czech and would play MI:SE with czech subtitles a english dubbing.I have 2 czech files "MONKEY.000" and "MONKEY.001" from old cd version,if i rename to "monkey1.000","monkey1.001" and create folder classic\en\ with this files,so game is working with czech subtitles, bad english dubbing stop working:-( ...not speaking. Anyone know how to fixed,pls write!Sorry my bad english and THX
her is czech subtitle files:
http://cestiny.idnes.cz/download/run...725_345319.idn
poz:kdyby to nahodou objevil, nějaký čech a řešil ten samý problém tak ať dá vědět.
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04-30-2010, 10:03 AM
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#259
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Lurker
Join Date: Apr 2010
Posts: 1
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Guys, I'm seriously trying to remove the narrator's voice from SOMI:SE. But I'm kinda stuck, as I don't know how to repack the .xwb archive with the blank speech files i created. Any help?
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06-04-2010, 01:33 AM
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#260
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Join Date: Apr 2003
Posts: 33
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Just thought I'd mention that I have the 360 version, and it appears its Monkey1.pak is somehow formatted differently to the PC version. Here are the size and checksum specs:
204 MB (214,930,550 bytes)
CRC-32: e46b9e2b
MD4: ed98a67cc89b8df301eff5a2c4234bc8
MD5: 83e1934bc6d077decc5dc4b4892e4cea
SHA-1: 4c62e469be087d825280d834a62582a014f8b6ca
I've tried using both extractpak and Remonkeyed Explorer on this file to no avail (the former just crashes, and the latter claims that the format isn't supported or something along those lines). What are the chances of support for this version being added in future? I don't know if it has anything to do with how I got the .pak file extracted (I first backed up my MI:SE download onto a USB stick, then used wxPirs on the one file created to read its file system and rip the .pak out).
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06-04-2010, 07:08 AM
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#261
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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What does Monkey Island Explorer say when you try?
If you like, I'll look into it, its probably just endianness. You'll need to make a filecutter snippet or similar though.
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06-04-2010, 10:15 AM
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#262
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Join Date: Apr 2003
Posts: 33
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Quote:
Originally Posted by bgbennyboy
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"Not a valid MI:SE bundle."
Quote:
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If you like, I'll look into it, its probably just endianness. You'll need to make a filecutter snippet or similar though.
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Okie dokie..... examine away!
(Hope it's an okay archive anyhow - I chose 1024k in case you needed more information.)
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06-04-2010, 10:39 AM
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#263
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Join Date: Apr 2003
Posts: 33
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Say, I can upload filecutter information for the two music XWB files as well if it's handy, seeing as both the unxwb on here and the latest unxwb on Luigi's site doesn't appear to extract the music in the right format...
Code:
XWB/ZWB files unpacker 0.3.2
by Luigi Auriemma
e-mail: aluigi@autistici.org
web: aluigi.org
- open file MusicOriginal.xwb
- the tool will try to add a header to the extracted files
length fmt freq c b filename
=====================================================================
3123200 XMA 44099 2 16 track22.wav
2750464 XMA 44100 2 16 track2.wav
2684928 XMA 44100 2 16 track3.wav
2484224 XMA 44100 2 16 track4.wav
1972224 XMA 44099 2 16 track5.wav
3393536 XMA 44100 2 16 track6.wav
221184 XMA 44104 2 16 track7.wav
1411072 XMA 44099 2 16 track8.wav
3188736 XMA 44100 2 16 track9.wav
2770944 XMA 44100 2 16 track10.wav
2015232 XMA 44099 2 16 track11.wav
3205120 XMA 44099 2 16 track12.wav
2678784 XMA 44100 2 16 track13.wav
374784 XMA 44100 2 16 track14.wav
3829760 XMA 44099 2 16 track15.wav
3463168 XMA 44100 2 16 track16.wav
4859904 XMA 44099 2 16 track17.wav
3876864 XMA 44099 2 16 track18.wav
3383296 XMA 44099 2 16 track19.wav
292864 XMA 44101 2 16 track20.wav
350208 XMA 44096 2 16 track21.wav
4063232 XMA 44099 2 16 track23.wav
2226176 XMA 44100 2 16 track24.wav
3221504 XMA 44099 2 16 track25.wav
12288 XMA 44096 1 16 silence.wav
- finished (25 files)
Code:
XWB/ZWB files unpacker 0.3.3
by Luigi Auriemma
e-mail: aluigi@autistici.org
web: aluigi.org
- open file MusicOriginal.xwb
- the tool will try to add a header to the extracted files
length fmt freq c b filename
=====================================================================
3123200 XMA 44099 2 16 00000000.wav
2750464 XMA 44100 2 16 00000001.wav
2684928 XMA 44100 2 16 00000002.wav
2484224 XMA 44100 2 16 00000003.wav
1972224 XMA 44099 2 16 00000004.wav
3393536 XMA 44100 2 16 00000005.wav
221184 XMA 44104 2 16 00000006.wav
1411072 XMA 44099 2 16 00000007.wav
3188736 XMA 44100 2 16 00000008.wav
2770944 XMA 44100 2 16 00000009.wav
2015232 XMA 44099 2 16 0000000a.wav
3205120 XMA 44099 2 16 0000000b.wav
2678784 XMA 44100 2 16 0000000c.wav
374784 XMA 44100 2 16 0000000d.wav
3829760 XMA 44099 2 16 0000000e.wav
3463168 XMA 44100 2 16 0000000f.wav
4859904 XMA 44099 2 16 00000010.wav
3876864 XMA 44099 2 16 00000011.wav
3383296 XMA 44099 2 16 00000012.wav
292864 XMA 44101 2 16 00000013.wav
350208 XMA 44096 2 16 00000014.wav
4063232 XMA 44099 2 16 00000015.wav
2226176 XMA 44100 2 16 00000016.wav
3221504 XMA 44099 2 16 00000017.wav
12288 XMA 44096 1 16 00000018.wav
- finished (25 files)
Code:
XWB/ZWB files unpacker 0.3.2
by Luigi Auriemma
e-mail: aluigi@autistici.org
web: aluigi.org
- open file MusicNew.xwb
- the tool will try to add a header to the extracted files
length fmt freq c b filename
=====================================================================
2197504 XMA 44099 2 16 track2.wav
2275328 XMA 44100 2 16 track3.wav
2310144 XMA 44100 2 16 track4.wav
2011136 XMA 44100 2 16 track5.wav
1521664 XMA 44100 2 16 track6.wav
266240 XMA 44104 2 16 track7.wav
1437696 XMA 44099 2 16 track8.wav
1738752 XMA 44099 2 16 track9.wav
2512896 XMA 44099 2 16 track10.wav
2942976 XMA 44099 2 16 track12.wav
2658304 XMA 44100 2 16 track13.wav
380928 XMA 44100 2 16 track14.wav
1193984 XMA 44100 2 16 track15.wav
2852864 XMA 44100 2 16 track16.wav
1935360 XMA 44099 2 16 track17.wav
3678208 XMA 44100 2 16 track19.wav
309248 XMA 44101 2 16 track20.wav
3203072 XMA 44099 2 16 track22.wav
12288 XMA 44096 1 16 silence.wav
1265664 XMA 44100 2 16 track18a.wav
1779712 XMA 44099 2 16 track10a.wav
1738752 XMA 44099 2 16 track18c.wav
2336768 XMA 44100 2 16 track18b.wav
- finished (23 files)
Code:
XWB/ZWB files unpacker 0.3.3
by Luigi Auriemma
e-mail: aluigi@autistici.org
web: aluigi.org
- open file MusicNew.xwb
- the tool will try to add a header to the extracted files
length fmt freq c b filename
=====================================================================
2197504 XMA 44099 2 16 00000000.wav
2275328 XMA 44100 2 16 00000001.wav
2310144 XMA 44100 2 16 00000002.wav
2011136 XMA 44100 2 16 00000003.wav
1521664 XMA 44100 2 16 00000004.wav
266240 XMA 44104 2 16 00000005.wav
1437696 XMA 44099 2 16 00000006.wav
1738752 XMA 44099 2 16 00000007.wav
2512896 XMA 44099 2 16 00000008.wav
2942976 XMA 44099 2 16 00000009.wav
2658304 XMA 44100 2 16 0000000a.wav
380928 XMA 44100 2 16 0000000b.wav
1193984 XMA 44100 2 16 0000000c.wav
2852864 XMA 44100 2 16 0000000d.wav
1935360 XMA 44099 2 16 0000000e.wav
3678208 XMA 44100 2 16 0000000f.wav
309248 XMA 44101 2 16 00000010.wav
3203072 XMA 44099 2 16 00000011.wav
12288 XMA 44096 1 16 00000012.wav
1265664 XMA 44100 2 16 00000013.wav
1779712 XMA 44099 2 16 00000014.wav
1738752 XMA 44099 2 16 00000015.wav
2336768 XMA 44100 2 16 00000016.wav
- finished (23 files)
It's a similar problem with the Ambience, Speech and SFX xwbs as well, but I'd rather not drag this post out with epic listings for those. 
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06-04-2010, 02:14 PM
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#264
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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Looking at that those xwb's use XMA for the codec not XWMA.
"XMA files can be decoded with xmaencode: xmaencode.exe /X output.wav input_xma.wav"
Looking at the file (and the filesize) it looks like the pak is compressed (probably zlib) and has an additional header of filesizes or indexes. I'll try and have a look at it later.
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06-05-2010, 05:18 AM
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#265
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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I've had another quick look at it:
It is big endian as expected, the structure looks the same, offsets are relative to the start of the LPAK header. However I'm not sure how its compressed/encrypted. The name dir and the file are obfuscated somehow my guess would be compressed rather than encrypted but I dunno how.
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06-05-2010, 09:53 AM
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#266
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Join Date: Apr 2003
Posts: 33
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Would you need the full file to have a better idea or would it not make much of a difference?
And yeah, thanks for pointing out to me that XMA and xWMA are two different things. Dang, that's confusing. I don't really know of any other games that use the latter format.
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06-05-2010, 12:22 PM
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#267
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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I found a demo version on the net that someone had ripped, like I say though I've only had a quick look.
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06-20-2010, 08:01 AM
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#268
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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I was being stupid; the first 4 bytes indicates that its using LZX compression. You can decompress the file using xbdecompress here.
I've done a quick update to Monkey Island Explorer to support the big endian archive and dds images.
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07-07-2010, 11:47 PM
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#269
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Rookie
Join Date: Apr 2010
Posts: 22
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Quote:
Originally Posted by MethodGit
Nobody got any suggestions about the CAF audio format then?
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You'll probably need a mac if you want to work with these, although they may work in QuickTime on Windows. If you have QuickTime Pro you can export to mpeg-4 using pass-through audio to losslessly convert to .m4a.
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07-08-2010, 12:31 AM
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#270
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Rookie
Join Date: Apr 2010
Posts: 22
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Quote:
Originally Posted by bgbennyboy
We can easily put together a batch file to rip and do the conversion. However, a more optimal solution would be to get a correct WMA header to add to the raw xWMA's. As I understand it xWMA's are pretty much the same as a normal WMA and should work as part of a WMA container.
I'm going to keep trying to do this, if I can get a container then I can easily make an app to read the soundbanks and put the data in a RIFF/WMA container. Its a shame that the WMA format is such a pain in the arse¬
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Is this possible yet? I'd like to extract the audio and work with them in the original wma format.
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07-08-2010, 01:54 PM
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#271
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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Quote:
Originally Posted by Gannet
Is this possible yet? I'd like to extract the audio and work with them in the original wma format.
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No, sadly.
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07-09-2010, 11:18 PM
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#272
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Rookie
Join Date: Apr 2010
Posts: 22
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Do you know the bitrate or other details about them?
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07-10-2010, 05:20 AM
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#273
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Junior Member
Join Date: Jul 2008
Location: Holland
Posts: 497
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Has anyone tried to mute the narrator yet by replacing the files with blank ones?
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07-14-2010, 12:18 PM
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#274
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Rookie
Join Date: Sep 2009
Posts: 51
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Quote:
Originally Posted by enz°
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Pleas make MISE2 compatible version.
I would like to translate MISE2 also...
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09-04-2010, 10:00 AM
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#275
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Rookie
Join Date: Jul 2010
Posts: 11
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Formats of MI2SE fr.uitex.info and fr.speech.info:
Format of fr.uitext.info:
Byte 0-3: identifying data(?)
Byte 4-10131 index table in 8 byte records
Byte 10131- localization data in label text - localization text format separated by 00 bytes.
The index table contains reversed 4 byte values (for example hex 90 27 00 00 -> hex 00 00 27 90), every value corresponds to one of the labels (like MENU_PLAY_NEW_GAME) or one of the localized texts (like NOUVELLE PARTIE).
There is an offset value for every element in the index table which is the address of the first byte of the pointer in the file. In the case of the first record, for the index of the table which points to 'MENU_PLAY_NEW_GAME' by value 00 00 27 90, the correct address would be 00 00 27 94, for the second index, which is the translated text 'NOUVELLE PARTIE' 00 00 27 9F, the correct address is 00 00 27 A7.
The correct addresses of the n-th item are:
label text of the n-th item: (reversed value from the 4 bytes starting at (2*(n)-1) in the index table)+4*(2*n-1)
localized text of the n-th item: (reversed value from the 4 bytes starting at (2*n) in the index table)+4*(2*n)
where n starts with 1.
Format of the fr.speech.info:
byte 0-3 : identification data (?)
byte 4-279203 : index table in 32 byte records (8725 entries)
byte 279204- : localization text in label text - English original - translation format separated by bytes 00.
The index table's 32 byte records contain pointers to the actual speech file, and to the localization data in this file. Bytes 20-31 contain the three 4-byte reversed pointers, bytes 20-23 for the label text (like 'GUY_4_shore_11_1a'), bytes 24-27 for English original (like 'It doesn't seem to open.'), bytes 28-31 for the translation (like 'Ça n'a pas l'air de s'ouvrir.'). Reversed values mean, the actual value of the pointer is byte0+256*byte1+256*256*byte2+256*256*256*byte3. Pointers have an offset which is the position of the first byte in the file. So correct pointers for the n-th item are:
label text of the n-th item: (value from the reversed 4 bytes starting at position 4+(n-1)*32+20) + 4+(n-1)*32+20
English original of the n-th item: (value from the reversed 4 bytes starting at position 4+(n-1)*32+24) + 4+(n-1)*32+24
localized text of the n-th item: (value from the reversed 4 bytes at position 4+(n-1)*32+28) + 4+(n-1)*32+28
Where n starts with 1.
Hope it helps.
Last edited by Dunstan; 09-06-2010 at 09:43 AM.
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10-06-2010, 08:12 AM
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#276
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Rookie
Join Date: Oct 2004
Posts: 212
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What exactly does monkey2.pak different from Monkey1.pak? extractpak doesn't work in monkey2.pak.
I need a simple way to extract monkey2.000 and monkey2.001 from it, for the Ultimate Talkie Edition Project.
Does someone know what changes are required to extractpak.c to get it working?
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10-16-2010, 12:11 PM
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#277
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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I've made a quick app to do the extraction for you.
Get it here.
Command line switches are listed in the readme file or with /?
Last edited by bgbennyboy; 10-17-2010 at 06:11 AM.
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10-20-2010, 12:46 AM
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#278
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Lurker
Join Date: Oct 2010
Posts: 4
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Quote:
Originally Posted by enz°
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thanks
can you share your "FONT TOOL" ?
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04-04-2011, 05:52 AM
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#279
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Rookie
Join Date: Oct 2004
Posts: 212
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Would you be so kind and write a license text which grants the redistribution and usage of extractpak and MI2_ResExtract with the talkie edition projects?
Preferably without the need to release the source code, as I accidentally damaged it.
The ScummVM team insists on this kind of stuff. Understandable, as they have to be very cautious about what they do. Thanks in advance.
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04-04-2011, 02:40 PM
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#280
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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Damaged what? Sure I'll re-release and re-upload it under the gpl.
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