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11-09-2009, 12:45 AM
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#162
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Join Date: Jan 2004
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Quote:
Originally Posted by ronzbig1
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Okay, I installed it. Now what? How do I run the game?
"So Brak, is that Polish? Or... no I suppose it wouldn't be."
--Mike Nelson- MST3K: the Movie
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11-09-2009, 12:48 AM
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#163
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Quote:
Originally Posted by ronzbig1
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Okay, I installed it. Now what? How do I run the game?
"So Brak, is that Polish? Or... no I suppose it wouldn't be."
--Mike Nelson- MST3K: the Movie
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11-09-2009, 12:51 AM
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#164
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Note to mods, I tried to delete the second post, but it didn't work.
"So Brak, is that Polish? Or... no I suppose it wouldn't be."
--Mike Nelson- MST3K: the Movie
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11-09-2009, 01:57 AM
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#165
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Join Date: Aug 2009
Posts: 19
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I have the same problem. I installed it, but I can't find where to direct ScummVM. I tried the "Classic" folder, but it wouldn't play any sound.
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11-09-2009, 08:43 AM
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#166
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Join Date: Sep 2008
Posts: 14
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MISE\audio\classdub <- folder with patched game
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11-09-2009, 05:11 PM
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#167
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Join Date: Aug 2009
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Thanks. It was there waiting for me. However, all the audio problems I noted in an earlier post are still present...mostly when multiple people talk simultaneously (e.g., the three pirates).
I was also wondering if there is any easy way to get the new Monkey Island music working with the original MI? I figure it's something simple, probably just decompressing a file or something, but I'm not sure how.
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11-13-2009, 01:06 PM
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#168
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Junior Member
Join Date: Jan 2007
Location: Winnipeg, Manitoba, Canada
Posts: 304
Current Game: Wallace & Grommit
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It's easy as pie. You just extract the music files from the SE and rename the files as the correct track numbers from the CD version. Not a particularly difficult process.
"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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11-13-2009, 07:47 PM
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#169
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Call me dim, but I'm having some issues here. I'm assuming that all I need to make this work is:
(a) SOMI:SE purchased, downloaded and installed from Steam
(b) ScummVM (I'm using the version updated on August 25, 2009)
(c) The newly released installer exe
So here are my questions then:
1. When I launch the new installer, it asks me to select a folder containing the game. Which folder do I actually select? Do I use "the secret of monkey island special edition", do I continue to select "audio", or do I go all the way to "classdub"?
2. When the process finishes, I direct ScummVM to the "classdub" folder to find the game?
3. When it offers me the option of three versions of Monkey Island (CD, FM Towns, etc.) which one do I select? And are there any special settings I will subsequently need to adjust?
4. Finally, where do the CD audio files wind up in case I want to replace them?
Thanks!
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11-14-2009, 12:49 AM
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#170
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1. I just selected the SMI folder and it worked.
2. Yes, direct ScummVM to classdub or rename and move classdub to somewhere else (probably the ScummVM folder).
3. Any version probably will work just fine but I believe LucasArts used the CD version for this remake.
4. Do you mean the new CD audio files? They don't get converted. You have to do that separately and figure out the order that they go in. I tried just renumbering them (subtracting one from each track#) but that didn't seem to work entirely. I still haven't figured this part out entirely. If you mean the original audio files from the original SMI, then those are the ones you are hearing behind the new speech.
I hope that helps.
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11-15-2009, 09:07 PM
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#171
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Join Date: Aug 2009
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OK ... I followed the above process, and here's what happens.
First, the installer gives me the following message at the very end:
Read 4573 entries from speech.info.
Could not open mapping.txt
Read 7463 lines from mi1.txt, 2483 lines have no matching entry.
Second, when the process is finished, only 24 mp3 files wind up in the classdub folder. Hence, when I try to direct ScummVM to that folder, it states that it can't find any games. When I direct ScummVM to the "audio" folder, on the other hand, it DOES find the game ... but it then informs me that I need to get music files from the CD. The game plays, but without music OR dialogue. So ... what am I doing wrong?
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11-20-2009, 08:49 AM
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#172
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Join Date: Nov 2009
Posts: 30
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Just want to say well done on this amazing patch. It's not perfect but it's amazing just how much can be done with SCUMM games, and so easily as well.
I tried to get the talkie version to work on DS, with SCUMMVM DS. It works, but the voice quality is too high, so whenever someone talks it slows down and goes crackly. I managed to get the Special Edition music to work on SCUMMVM DS by reducing the quality to 32kbps, which is a bit muffled, but the sound quality isn't perfect on DS anyway. Would it be at all possible for a second version of the installer to be made which compresses the sound for DS?
Also another thing; whenever I rip music from my MI1 CD, the track from the beginning of the game when Guybrush meets the lookout is always missing. Which number is this track supposed to be, so I can add it back in?
Thanks in advance. 
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11-20-2009, 08:29 PM
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#173
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Join Date: Jun 2007
Posts: 21
Current Game: Spider-Man: SD
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Quote:
Originally Posted by Admonisher
OK ... I followed the above process, and here's what happens.
First, the installer gives me the following message at the very end:
Read 4573 entries from speech.info.
Could not open mapping.txt
Read 7463 lines from mi1.txt, 2483 lines have no matching entry.
Second, when the process is finished, only 24 mp3 files wind up in the classdub folder. Hence, when I try to direct ScummVM to that folder, it states that it can't find any games. When I direct ScummVM to the "audio" folder, on the other hand, it DOES find the game ... but it then informs me that I need to get music files from the CD. The game plays, but without music OR dialogue. So ... what am I doing wrong?
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Mine did the same thing :*( I really want this to work but I'm too lazy to download all the other stuff and do the long way around  Help please.
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11-21-2009, 09:07 PM
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#174
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Yeah, it's pretty amazing. One thing I'm almost tempted to do is to take all the voice files and convert them to a much lower bitrate so they sound all compressed, just to make it feel like they were recorded back in 1990 when the game first came out. I don't know why. Maybe I'm just crazy like that.
"So Brak, is that Polish? Or... no I suppose it wouldn't be."
--Mike Nelson- MST3K: the Movie
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11-22-2009, 10:06 AM
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#175
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Lurker
Join Date: Nov 2009
Posts: 1
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Quote:
Originally Posted by ronzbig1
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Thanks for this, it worked well (I got some error messages, but the game seems to work with voice). Now I can play Monkey Island with voice on my Nokia 5800.
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11-22-2009, 01:41 PM
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#176
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Join Date: Oct 2004
Posts: 212
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Quote:
Originally Posted by daltysmilth
One thing I'm almost tempted to do is to take all the voice files and convert them to a much lower bitrate so they sound all compressed, just to make it feel like they were recorded back in 1990 when the game first came out. I don't know why. Maybe I'm just crazy like that.
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It's not the compression which makes it sound 1990 like. In fact, compression were rarely used at all, since it uses up much CPU time, usually too much for the time.
What it would make it sound 1990 like is resampling and requantization. Fate of Atlantis is 11025 Hz, 8 bit, mono. DOTT and Sam & Max use 22050 Hz, 8 bit, mono for voice files.
In order to keep a tolerable signal to noise ratio, most games have also quite a lot of dynamic compression and a limiter applied. Which results in a steady level well above the quantization noise, but this practice also tends to sound lifeless.
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11-22-2009, 03:13 PM
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#177
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Okay, I've found a bug. The game keeps crashing during the wedding after the part where Guybrush asks Elaine how she managed to escape. And I've tried clicking on the other two dialogue options and it does the same thing. Thoughts?
"So Brak, is that Polish? Or... no I suppose it wouldn't be."
--Mike Nelson- MST3K: the Movie
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11-24-2009, 08:13 AM
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#178
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Join Date: Sep 2003
Location: Panningen (Holland)
Posts: 177
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Allright, I got it working on my Wii! Which is great 'cause now I can play it from my couch!
I just think that the voices are played a bit fragmental, so I tried upping the subtitle speed, but that just makes the voices disappear. Any idea how to fix this?
Bound only by the paper thin wrapper of mortality, a soul here lies, struggling to be free, and so it will thanks to a bowl of bad gazpacho and a man named Calavera!
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11-24-2009, 11:22 AM
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#179
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,068
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With everyone talking about the installer, I understand that all spoken lines are now correctly assigned to the text-lines in game? No more mismatches?
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11-24-2009, 02:09 PM
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#180
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Join Date: Aug 2009
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Quote:
Originally Posted by Laserschwert
With everyone talking about the installer, I understand that all spoken lines are now correctly assigned to the text-lines in game? No more mismatches?
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They are not all fixed. I got it installed correctly but all simultaneous speech either doesn't work or cuts off and a few lines here and there don't work. I wrote up a list earlier but no one commented on it or offered to help.
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11-24-2009, 04:16 PM
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#181
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Join Date: Aug 2009
Posts: 32
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Quote:
Originally Posted by whaleyland
They are not all fixed. I got it installed correctly but all simultaneous speech either doesn't work or cuts off and a few lines here and there don't work. I wrote up a list earlier but no one commented on it or offered to help.
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And the installer doesn't work AT ALL for some of us, for reasons also unknown.
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11-25-2009, 10:25 AM
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#182
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Join Date: Sep 2008
Posts: 14
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You're working on XP, Vista, 7?
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11-25-2009, 01:16 PM
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#183
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Join Date: Jun 2007
Posts: 21
Current Game: Spider-Man: SD
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Quote:
Originally Posted by ronzbig1
You're working on XP, Vista, 7?
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I'm on Vista
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11-25-2009, 08:13 PM
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#184
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Join Date: Aug 2009
Posts: 32
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I'm on XP.
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11-26-2009, 01:21 AM
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#185
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Posts: 19
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I'm on XP, but I have tested the Talkie version on XP and Snow Leopard. Same problems on both.
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12-12-2009, 02:59 PM
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#186
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Join Date: May 2003
Posts: 45
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It's a real shame this project never got finished 
I wonder if it perhaps would be easier to hack the Special edition to enable the voices with the old art?
I'm no programmer, just a suggestion.
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12-12-2009, 07:09 PM
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#187
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Join Date: Sep 2003
Location: Panningen (Holland)
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Quote:
Originally Posted by Silvor
It's a real shame this project never got finished 
I wonder if it perhaps would be easier to hack the Special edition to enable the voices with the old art?
I'm no programmer, just a suggestion.
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You haven't really been paying attention to the forum, have you?
Bound only by the paper thin wrapper of mortality, a soul here lies, struggling to be free, and so it will thanks to a bowl of bad gazpacho and a man named Calavera!
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12-13-2009, 06:45 AM
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#188
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Join Date: May 2003
Posts: 45
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What do you mean?
Has there been any other progress than whats stated in this thread then?
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12-13-2009, 06:46 AM
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#189
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Join Date: Sep 2003
Location: Panningen (Holland)
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Just download the installer on top of this page and you can PLAY the original CD version with the SMI:SE voices.
Bound only by the paper thin wrapper of mortality, a soul here lies, struggling to be free, and so it will thanks to a bowl of bad gazpacho and a man named Calavera!
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12-13-2009, 07:08 AM
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#190
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Join Date: May 2003
Posts: 45
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According to the last replies on this thread it still doesn't work well. Missing speech, cut off speech and the like.
Hence why I said it was sad this project wasn't finished.
I never said it wasn't released in beta form.
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12-13-2009, 11:35 AM
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#191
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Location: Panningen (Holland)
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Oops, my fault.
I thought you were still talking about the speech project for MI1.
My bad.
I haven't played this version that much though, the voices are a suprisingly bad addition to the original game. They just don't fit.
Bound only by the paper thin wrapper of mortality, a soul here lies, struggling to be free, and so it will thanks to a bowl of bad gazpacho and a man named Calavera!
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12-13-2009, 11:48 AM
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#192
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I agree with Silvor. The project still hasn't left Beta yet no one seems to care. There are still major problems and no one ever notes them or tries to fix them. Simultaneous speech doesn't work and there are still lines that don't speak as early as 1 minute into the game. The game isn't finished, just as Silvor said.
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12-13-2009, 01:20 PM
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#193
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Join Date: May 2003
Posts: 45
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Maybe it just got too complicated.
Which is why I'm wondering if it perhaps would be easier to hack the Special edition game so that the voices don't disappear when you switch to the old art.
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12-14-2009, 12:36 PM
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#194
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I'm pretty sure the technique to do that, though, would be the same. And I'm not sure how you would get the voices to continue when you switch versions.
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12-14-2009, 08:14 PM
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#195
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Join Date: Aug 2009
Posts: 32
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Run both versions simultaneously? :P
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12-15-2009, 06:53 AM
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#196
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Junior Member
Join Date: Jul 2008
Location: Holland
Posts: 497
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As far as I know the SE stuff loads even when you play classic. So shouldn't it be something as simple as unhiding it?
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12-15-2009, 08:40 AM
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#197
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Join Date: May 2003
Posts: 45
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Quote:
Originally Posted by LordTrilobite
As far as I know the SE stuff loads even when you play classic. So shouldn't it be something as simple as unhiding it?
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That's sort of along the lines of what I was thinking.
If only I'd had the know how I'd check it out myself, but alas.
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12-15-2009, 09:07 AM
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#198
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,068
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Didn't someone suggest swapping all SE-graphics with complete transparent images, to reveal the classic version underneath? And is that how the SE works anyway?
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12-15-2009, 09:31 AM
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#199
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Join Date: May 2003
Posts: 45
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Quote:
Originally Posted by Laserschwert
Didn't someone suggest swapping all SE-graphics with complete transparent images, to reveal the classic version underneath? And is that how the SE works anyway?
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Not sure that would work, I'm don't think the new and old graphics are completely aligned, the new art is also widescreen.
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12-15-2009, 10:53 AM
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#200
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,068
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Quote:
Originally Posted by Silvor
Not sure that would work, I'm don't think the new and old graphics are completely aligned, the new art is also widescreen.
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Ah right... that's why the image zooms out when you switch modes... so even IF it worked, you wouldn't be able to see your verbs and inventory.
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