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Old 03-19-2012, 03:59 PM   #361
LogicDeLuxe
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The Ultimate Talkie Edition Builder 1.0 is out now. You can find it on its new home here: http://gratissaugen.de/ultimatetalkies/
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Old 04-12-2012, 05:01 PM   #362
TheDarthVader
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Great work LogicDeLuxe, thanks for the nice Builder.
But one question, do we still need a custom ScummVM version? Theres is no mention on your website.
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Old 04-12-2012, 05:36 PM   #363
Jenni
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A custom ScummVM version isn't required anymore. The changes were merged into the ScummVM codebase.

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Old 04-21-2012, 10:40 AM   #364
Krasas
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I'm probably a bit late here, but kudos on seeing this project through LogicDeLuxe! And thank you for doing this!
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Old 01-21-2013, 07:08 PM   #365
OzzieMonkey
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I've been encountering a few problems in both talkies that don't seem to be mentioned at all as far as I can see, and I was hoping you guys could help me out:

Voice hiccups - lines of dialogue don't get time to finish before another one starts; this doesn't happen with every line but when it starts, it happens more frequently after that point. Sometimes one line will just have a pause with no sound and I'll get the end of the line, for example "How appropriate, you fight like a cow" might change to ".....like a cow". Note that I'm playing without subtitles on.

Game specific bugs:
MI1 - After haggling the price of the ship down to the right price with Stan, the option to make an offer of 5000 pieces o'eight is not available.

MI2 - After getting the winning number for the spinning wheel on Phatt Island from the hand in the door puzzle, the option to pick that number is not available.

I'm not sure why this is happening, but any help would be greatly appreciated.
PS: I'm playing both games on ScummVM, not DOSBox.
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Old 01-21-2013, 11:13 PM   #366
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I believe that voice hiccups issue with at least the MI1 Talkie Project was "fixed" by setting the dialog/text speed of the in-game options to be very fast.

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Old 01-22-2013, 03:28 AM   #367
LogicDeLuxe
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Quote:
Originally Posted by OzzieMonkey View Post
Voice hiccups - lines of dialogue don't get time to finish before another one starts; this doesn't happen with every line but when it starts, it happens more frequently after that point. Sometimes one line will just have a pause with no sound and I'll get the end of the line, for example "How appropriate, you fight like a cow" might change to ".....like a cow". Note that I'm playing without subtitles on.
Did you try increase or decrease the cycle setting in DOS-Box? If it is too high for your computer, sound issues will usually occur. If it is too low, the game will slow down.
Also check and try different command line options. Type
monkey ?
to get help on those.
Quote:
Game specific bugs:
MI1 - After haggling the price of the ship down to the right price with Stan, the option to make an offer of 5000 pieces o'eight is not available.
This is not a bug, it's a feature. You are playing in "match voice acting"-mode. Switch to "keep original text"-mode.
The 5000 was omitted until your first offer, since that could possibly lead to unvoiced prices.
Quote:
Originally Posted by Scummbuddy View Post
I believe that voice hiccups issue with at least the MI1 Talkie Project was "fixed" by setting the dialog/text speed of the in-game options to be very fast.
This "fix" works with subtitles turned on only. Keep in mind, that in "keep original text"-mode, some unvoiced lines may pass by very fast then, though.
With subtitles off, this fix was suggested for the original SE, and is only required there.
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Old 01-22-2013, 04:15 AM   #368
OzzieMonkey
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Quote:
Originally Posted by LogicDeLuxe View Post
Did you try increase or decrease the cycle setting in DOS-Box? If it is too high for your computer, sound issues will usually occur. If it is too low, the game will slow down.
Also check and try different command line options. Type
monkey ?
to get help on those.This is not a bug, it's a feature. You are playing in "match voice acting"-mode. Switch to "keep original text"-mode.
The 5000 was omitted until your first offer, since that could possibly lead to unvoiced prices.
This "fix" works with subtitles turned on only. Keep in mind, that in "keep original text"-mode, some unvoiced lines may pass by very fast then, though.
With subtitles off, this fix was suggested for the original SE, and is only required there.
As far as the voice hiccups are concerned, I'm not running the game on DOSBox, I'm using ScummVM, and I'm not all that fluent in DOSBox to test what you suggested. Thanks for the heads up about the text mode though, I knew I'd missed something I'll have a playthrough of both games tomorrow and see how it goes.

On another note, I've noticed that in pretty much every SCUMM game I play, it does pause for a bit like in these 2 talkies, and especially in Curse, I notice this. Half way through a line, the game pauses for just a breif second and then the line continues. The reason I bring this up is because I'm wondering if that is connected to the problems I'm facing here, but that it's worse with the speech for some reason.

Overall, I love that I now have the ability to play the original 2 games with voiceover, and I'm very grateful for that. Thankyou for your help, and for responding so quickly to my questions
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Old 02-08-2013, 12:52 PM   #369
imhere
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Thanks A LOT for this wonderful patch/builder.

I've noticed the monster.sof file is more than twice the size than monster.sou (probably because the VOC format in monster.sou is lower quality than the original WAV). But given that the flac compression is lossless... is there a way to generate a monster.sog (or .so3) from the monster.sof? I would like to keep this as a "master" file and get the other compressed formats (when needed) from there, but it seems the current scummvm tools can only work from monster.sou files.
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Old 02-15-2013, 08:23 PM   #370
weirdzod
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Smile

Hello, I have a patch to translate the subtitles into Spanish with English voices.

It was hard work, I would like someone upload this to the official website.

Thank you!
Edit: (fix) https://mega.co.nz/#!ltgWQB7L!YweZWk...sy_HqclyfoYR7g

Edit:
http://www.youtube.com/watch?v=Ruo4F4hqRO4

Last edited by weirdzod; 02-16-2013 at 08:53 PM.
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Old 02-16-2013, 09:47 PM   #371
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Any way to get text + voice in DOS versión??

Thanks
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Old 01-18-2015, 02:28 PM   #372
joshandstacy
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Thanks Everyone!

I just wanted to say thanks for making this project. I was able to get the Special edition voice and music tracks working in SCUMM on my Nexus 7 tablet and I use chome cast to play on the tv so my wife can watch .
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Old 07-10-2015, 03:02 PM   #373
aschu12
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missing CD audio tracks 10 and 20 after converting

Hello all,

today I converted MI1 SE into Ultimate Edition and mentioned that the CD tracks no 10 and 20 were not converted to the wanted format (flac, ogg or MP3).

Did everyone mentioned this too?

I checked the batch file "cdaudio.bat" in tools folder and saw that exactly this lines are "missing".

Here is a cut of the code.
I REMed the lines.

I am not sure with which values the files should be trimmed (see end of line). Does anyone have an idea?

Code:
echo track9.%1
sox track10.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track9.%1 trim 0.038 121.996
REM echo track10.%1
REM sox track11.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track10.%1 trim 0.038 121.996
echo track11.%1
sox track12.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track11.%1 trim 0.032 136.786
...
echo track19.%1
sox track20.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track19.%1 trim 0.035 16.295
REM echo track20.%1
REM sox track21.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track20.%1 trim 0.035 16.295
echo track21.%1
sox track22.wav -V0 ..\MI1_Ultimate_Talkie_Edition\cd_music_%1\track21.%1 trim 0.032 132.555

Last edited by aschu12; 07-10-2015 at 03:08 PM. Reason: add information
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Old 07-22-2015, 05:36 AM   #374
LogicDeLuxe
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Quote:
Originally Posted by aschu12 View Post
today I converted MI1 SE into Ultimate Edition and mentioned that the CD tracks no 10 and 20 were not converted to the wanted format (flac, ogg or MP3).
The game simply doesn't use those tracks, thus converting them gains you nothing. They weren't used on the original CD either.
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Old 08-01-2015, 02:47 AM   #375
SCO
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Not checked the thread, but is there any command to lower the voice volume that is different from the music volume? I was pretty startled when the voice over started in the intro.
IIRC in dos, sound effects and music are different channels (and most times different devices) in most games, (even more as i'm using roland emulation music which i doubt it's what is playing the voices), so it should be possible.

edit: i guess i could play it in scummvm and leave this DOS only limitation alone, which is what you must have thought

Last edited by SCO; 08-01-2015 at 03:07 AM.
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Old 08-07-2015, 04:55 AM   #376
LogicDeLuxe
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Quote:
Originally Posted by SCO View Post
Not checked the thread, but is there any command to lower the voice volume that is different from the music volume?
Not that I know of. They probably though that it would suffice when you can adjust the music volume. You would adjust the volumes with the mixer tool which came with the sound card. In DOSBox, there should be no need to adjust volumes, but I remember some cheap soundcards having insane default settings, unfortunately.
They added sliders in later SCUMM V6 revisions, finally.
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Old 08-14-2015, 11:04 AM   #377
SCO
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dosbox has a mixer tool (for all soundcards and cd audio too) which might be good enough:
http://www.vogons.org/viewtopic.php?p=350415#p350415

MT32 is a different channel from Soundblaster so i'm probably sorted.

MIXER SB 50

allows me to lower the voice to 50% of the normal, but not music (and other sound effects unfortunately but ce la vie). Also the sound scale doesn't seem to be linear, i put it to 10% and it only sounded slightly muffled, so i guess i'll end up to about 50-60% to just remove the outrageous high (i guess they wanted it to be higher than the music all the time without hacking the exe, but this was a bad move imo).

to use different sound cards for music you first check out the monkey.exe comand line options, running it once with
monkey x
will show them. The voices always seem to run through soundblaster so for me
monkey r1
works for roland + soundblaster ... somehow.


One thing i noticed, the ultimate talkie monkey island 2 is not saving the voice+text settings yet, is this intentional?

Last edited by SCO; 08-14-2015 at 11:35 AM.
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Old 08-19-2015, 02:09 PM   #378
SCO
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Another thing
do you already apply both of these patches:
http://www.vogons.org/viewtopic.php?f=7&t=35820

And do they still work with scummvm?
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