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LogicDeLuxe
09-26-2010, 04:53 AM
Monkey Island 2: LeChuck's Revenge - Ultimate Talkie Edition Projekt
(Monkey2 Classic with Special Edition Voices)

*Help wanted!*

Known Problems:

Sometimes, the wrong sample plays right after opening/closing Stan's coffin.
The game may hang if trying to open the coffin after nailed shut.


Feel free to be a beta tester:

The Ultimate Talkie Edition Builder: MI2_Ultimate_Talkie_Edition_Builder_0.2.zip (http://www.gratissaugen.de/ultimatetalkies/files/MI2_Ultimate_Talkie_Edition_Builder_0.2.zip)

F.A.Q.:

Q: What is the aim of this project?
A: The aim is to put the voices from the Special Edition into the original PC version of the game, like a classic talkie release (like DotT, Fate, etc.).

Q: Will you be able to make it so the music files can be replaced by the special edition versions?
A: No. This is impossible to do with SCUMM V5 as it is. This would require a complete rewrite of the music engine, which is not in the scope of this project.

Q: Are you including the narrator's lines?
A: The narrator will be available, but you can turn him off, if you don't like him.

Q: What help is needed?
A: Beta testing. Feel free to download, play and report any issues.

Q: Will this work for people who don't have the Special Edition?
A: No. You will need the Special Edition game in order to access the voice files. For legal reasons we cannot distribute the voice files (or any other game files).

Q: Will this work for people who don't have the DOS version?
A: Yes. There is a complete copy of the required game data files inside the SE files, which can be easily extracted.

Q: If I use the game files embedded in the Special Edition, will the SE bugs be present?
A: No. The bugs in the Special Edition Classic Mode come from the new interpreter, not the actual data files.

Q: Since it's for the DOS version, will it actually run in DOS?
A: You can play it on a DOS machine, with DOSBox or with ScummVM.

Q: Do you have any other features planned (like "fixing" the VGA version, etc.)?
A: Of course. Like it was done in the MI1 Ultimate Talkie Edition too. Fortunately, MI2 has much less bugs, though, since it wasn't ported so much.

LeChuck Norris
09-26-2010, 11:10 AM
Good news, LogicDeLuxe! : )

Good luck with this project too!

#1 GameMaster
09-26-2010, 01:04 PM
Thanks for the new thread and you guys did an awesome job on the MI1 version.

DisapprovingOwl
09-26-2010, 01:11 PM
Great news, I was hoping you'd go on to do an MI2 Ultimate Talkie Edition. = )

If you're planning on fixing graphical issues like in the SoMI Ultimate Talkie Edition, I've got a couple here to watch out for:

-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

-Guybrush's shirt is dark grey while diving to the bottom of the ocean, rather than white like everywhere else.

daltysmilth
09-27-2010, 12:02 PM
My only question, which I kinda think I know the answer to, but I'll ask it anyway: will you be able to make it so the music files can be replaced by the special edition versions? (Meaning, obviously, the ones with live instruments, not the ones where the instruments are wrong for some reason.)

LogicDeLuxe
09-27-2010, 12:21 PM
My only question, which I kinda think I know the answer to, but I'll ask it anyway: will you be able to make it so the music files can be replaced by the special edition versions? (Meaning, obviously, the ones with live instruments, not the ones where the instruments are wrong for some reason.)I knew this question would come up. FAQ updated.

jestar_jokin
09-27-2010, 09:17 PM
Q: Will you be able to make it so the music files can be replaced by the special edition versions?
A: No. This is impossible to do with SCUMM V5 as it is. This would require a complete rewrite of the music engine, which is not in the scope of this project.


Just to clarify, this is because the new music would be missing the iMUSE data present in the original MIDI music tracks, correct? MI1CD certainly supports playing CD audio tracks, but without any iMUSE data the music will be very broken.

LogicDeLuxe
09-28-2010, 04:36 AM
Just to clarify, this is because the new music would be missing the iMUSE data present in the original MIDI music tracks, correct? MI1CD certainly supports playing CD audio tracks, but without any iMUSE data the music will be very broken.It's not only the iMuse data. You also would need to play multiple tracks simultaneously, which is impossible with CD audio.

DisapprovingOwl
09-30-2010, 01:26 PM
One issue which I'm curious to see if you can address - the Special Edition alters a few lines of dialogue; the "Nice <object name>" lines are replaced by various takes of Guybrush saying "Nice!", and the lines for when Guybrush inhales helium from the balloons have been altered (presumably for copyright reasons).

Obviously if you're using the Special Edition audio, the text will have to be made to match the audio unless you want unvoiced lines (unless, in the case of the helium balloon lines, the originals are there too - both exist with filenames listed in the speech document that lists which line is allocated to which filename, though as far as I could see the actual files for the unaltered versions of these lines didn't actually get compiled into the game).

My question is - is it possible to introduce a check to see which mode the game is in (i.e. Speech Only / Speech and Subtitles / Subtitles Only) within the SCUMM script, to tell the game to do one thing in one mode or another if in a different mode? If so, would you be able to implement checks for these instances of changed dialogue, so that if you're playing in Speech and Subtitles mode the subtitles would match the SE audio, but if you were in Subtitles Only mode you'd get the original dialogue? = ) Could be good for completists if doable. Personally, I'd be happy just to have the SE dialogue, but I know some people would prefer the original to be in there somewhere, even if only accessible with voices turned off.

LogicDeLuxe
09-30-2010, 01:43 PM
One issue which I'm curious to see if you can address - the Special Edition alters a few lines of dialogue; the "Nice <object name>" lines are replaced by various takes of Guybrush saying "Nice!", and the lines for when Guybrush inhales helium from the balloons have been altered (presumably for copyright reasons). I'll do it like I did with MI1. You can choose between keeping the original dialog or matching the voice acting just by pressing CTRL-q.
When keeping the original text, I still use the voice file if the difference is minor. For instance, "ghost busting stud" vs. "LeChuck busting stud".
For the helium lyrics (and looking into the mirror at Rum Rogers too), they are completely different. Those would be silent in original text mode.

For the "nice object", I use the existing samples, obviously. Some objects do have named samples. For the remaining, I think, I'll stay with one nice variation, as the others are of low quality.both exist with filenames listed in the speech document that lists which line is allocated to which filename, though as far as I could see the actual files for the unaltered versions of these lines didn't actually get compiled into the game).I'm not sure how the SE handles this. I got the samples sorted though. I've already got a working classic game. Now I have to write the installer, so it can be released.My question is - is it possible to introduce a check to see which mode the game is in (i.e. Speech Only / Speech and Subtitles / Subtitles Only) within the SCUMM script, to tell the game to do one thing in one mode or another if in a different mode?There is a system variable probably meant for this, but it doesn't seem to work in the interpreter version I use.
I don't need it anyways. Like I said, CTRL-q should do what you need here.

DisapprovingOwl
09-30-2010, 02:04 PM
Ah, brilliant - should have known you'd have thought of this aspect already. Sounds like a good way of doing things, especially as it means it's consistent with how you've done the SoMI Ultimate Talkie Edition. = ) Shame about cutting the other "Nice" variations, though - the fact there were numerous takes of the line stopped it from getting annoying too fast, IMO. When you say lower quality, are some literally of a lower bitrate than others or something? = S

I'll be sure to give the game a thorough playthrough to check for bugs once the installer's released! = D

LogicDeLuxe
09-30-2010, 02:58 PM
When you say lower quality, are some literally of a lower bitrate than others or something?Sounds more like a combing issue to me. Like some last minute recordings at an inappropriate location. Something like that.
I kept variations where adequately available. You'll love begging for the bucket. :)

Teeth
10-01-2010, 03:48 PM
-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

More importantly, the picture of him on the Wanted poster is an ugly 16-colour sprite rather than the 256-colour sprite seen elsewhere in MI2.

JezzaTheLagomorph
10-01-2010, 08:04 PM
I thought that that was part of the joke, that the picture was outdated so they drew a moustache on for compromise.

ATMachine
10-01-2010, 08:49 PM
Great news, I was hoping you'd go on to do an MI2 Ultimate Talkie Edition. = )

If you're planning on fixing graphical issues like in the SoMI Ultimate Talkie Edition, I've got a couple here to watch out for:

-On Phatt Island, the creases in Guybrush's "WANTED" poster disappear once you've pasted Kate Capsize's brochure over it.

-Guybrush's shirt is dark grey while diving to the bottom of the ocean, rather than white like everywhere else.
These are results of late-stage graphical tweaks to the original MI2. At first Guybrush's wanted poster lacked creases even in its normal state. When the artists added dirt and creases to the poster, they forgot to do so for when the poster is partially covered by Kate's flyer.

Also, Guybrush's shirt was originally going to be a medium gray color (this can still be seen in screenshots from the very first slideshow demo). This was later changed, obviously, but for some reason the sprites of him diving down from the boat didn't get tweaked like the rest.

Scummbuddy
10-01-2010, 08:58 PM
Are we sure its not that color because he's just wet?

LogicDeLuxe
10-02-2010, 07:12 AM
Are we sure its not that color because he's just wet?That was my first thought too.
However, this is only during the diving sequence. It is white again when swimming around.
Also I took a look at the game resources, and it looks like a bug to me. While the game has colors 192 - 207 reserved for Guybrush so light effects can be applied without affecting background or other actors. This particular gray though is color 63.
Also the colors 192 - 207 are already adjusted to give him a wet look.

Teeth
10-02-2010, 09:02 AM
http://img269.imageshack.us/img269/687/thishasbotheredmefor18y.png

How does that look?

LogicDeLuxe
10-02-2010, 12:35 PM
Does this look right? Diving sequence video (http://www.youtube.com/watch?v=L3sU8Z-JJhQ)

DisapprovingOwl
10-02-2010, 12:53 PM
Diving sequence video looks fine - didn't notice a difference in the shirt colour comparing the diving sequence with swimming around at the bottom, so I think that's pretty much fixed. = ) Good job, LogicDeluxe!

LogicDeLuxe
10-09-2010, 12:42 PM
Here we go: http://www.mediafire.com/?mwedjj7it7x1q5y

monkey2.000 and monkey2.001 are not extracted automatically yet. Use Monkey Island Explorer to get those files.

v0.1 beta:
- Some typos fixed.
- When begging for the bucket, the man doesn't look like he's sleeping anymore.
- Polishing the pegleg has its own counter now. It is no longer possible to get enough for Kate's ship anymore.
- Bloody Lip music and laundry music do not start anymore while Largo's theme is still playing.
- At Stan's, the direction Guybrush is currently facing is taken into account now, so he doesn't point to nowhere when asking to see the coffin again or when leaving.
- Graphic glitch when offering something to Dread and then talking to him.
- Dialog option "You know, I used to go out with Governor Marley." at Dread's ship did not appear.
- Dialog options at the casino appear at the appropriate time now.
- Texts with broken lines fixed: Kate arriving at Phatt Island, Ralphie telling the winning number, and the library card for "Shiver Me Timbers".
- The gambler's club now tells the same number he told to Ralphie when asking before Ralphie played, to be consistent with his comment that he fixes only one number at a time.
- Water animation freezing on Dread's ship when looking at some inventory items.
- Lights did not flicker while Largo is at laundry.
- "Dem Bones" could hang after the first verse. That particular script I have completely rewritten. The script now is reliable in detecting slow graphics and knows wether the skeletons have enough time for another round before the next verse starts.
- Voodoo bag sound did not stop when cutscene is interrupted during shaking.
- Voodoo bag had no sound in chapter 4.
- "Pull rope" when already in inventory could cause various issues.
- Looking at Dread's map, Big Whoop map or Dem Bones lyrics at Rum Roger's could cause a script error.
- Dread brings you back to Scabb and leaves, once you got all map pieces. Script fixed.
- You don't get a library card in easy mode anymore, since it apparently wasn't considered in the scripts and really could break things.
- Color problem at Stan's.
- If you changed rooms too fast, Scabb music did not stop on Dread's ship.
- Guybrush's shirt color during the diving scene.

DisapprovingOwl
10-09-2010, 02:07 PM
One bug right away in Woodtick: when the woodcutter says "Oh, shut up" to end the woodchuck discussion, he does so in Guybrush's voice rather than his own.

Teeth
10-09-2010, 04:18 PM
:D Nice gag with don't_readme.txt.

UPDATE: Just came across this really weird thing when I offered Captain Dread the monocle before ever speaking to him:
Guybrush: Would you like my monocle?
Dread: Thanks, mon. I've been looking for a new sailing necklace.
Guybrush: .........Hello?
Dread: Hello, mon!

As amusing as it was, I think in this particular instance the hellos should not be re-insterted. :p I would also suggest re-instating the "Nice!" variations (at least as an option, like with Spiffy's closeup) simply because the one chosen just isn't as funny to listen to as the others, regardless of quality. There are other voice clips with the same quality issues anyway (Such as "The one and only, sugarbear!" and especially "Now all I need are a few voodoo ingredients.")

UPDATE 2: For some reason the vocal sound effects (Largo screaming, Governor Phatt eating/burping) are missing. Presumably the intention was to replace them with sound effects from the special edition?

UPDATE 3: Hey, nice going with the Bone Song. :D But one problem - due to the timing of the voices, when LeChuck turns into Secret Guybrush it doesn't sync up with the music anymore. They somehow managed to avert this in the Special Edition (in fact it's basically the one part where they didn't horribly **** up the timing), so do you think it would be possible to delay the music a little?

DisapprovingOwl
10-09-2010, 09:05 PM
Another dialogue flub to report from me. On Scabb Island's beach, Fink's lines during his song about Scabb are muddled. He sang the lines "and if you'll listen to me gab, I'll tell you why I admire it" and "Oh, the people aren't too friendy, and the weather's not the best" in the wrong order. This is a problem with both the speech and the subtitles.

LogicDeLuxe
10-10-2010, 06:20 AM
Just came across this really weird thing when I offered Captain Dread the monocle before ever speaking to him:
Guybrush: Would you like my monocle?
Dread: Thanks, mon. I've been looking for a new sailing necklace.
Guybrush: .........Hello?
Dread: Hello, mon!I see. This only happens if you didn't talk to him before. It's the part of the script where he introduces himself. I guess, I should go right to "My name is Captain Dread" in this particular case then.For some reason the vocal sound effects (Largo screaming, Governor Phatt eating/burping) are missing. Presumably the intention was to replace them with sound effects from the special edition?I didn't to anything to those scripts yet. They were a mess to begin with and tent to fail. I'll see if I can fix that.
The cook and the bar keeper spit sample will only play in ScummVM and the DOS version plays FM sounds instead. This is intentional due to lacking sample polyphony, ie. those would interfere with the dialogs. (I did the same thing in MI1 on a few occasions.)But one problem - due to the timing of the voices, when LeChuck turns into Secret Guybrush it doesn't sync up with the music anymore.I see. This only happens when your subtitles are slower then the vocals. It works perfect when turned to the max or turned off. I think, I can improve the subtitle timing here (just like I did with the songs).

Another dialogue flub to report from me. On Scabb Island's beach, Fink's lines during his song about Scabb are muddled. He sang the lines "and if you'll listen to me gab, I'll tell you why I admire it" and "Oh, the people aren't too friendy, and the weather's not the best" in the wrong order. This is a problem with both the speech and the subtitles.This was intentional. The recording is very strange and somehow sounds horrible in the original order. Maybe it doesn't matter in the SE, since they didn't even bother to beat match the vocals here. But since I did, I noticed that it sounds much better that way. I got the suspicion, that the singer actually got the lines mixed up when he recorded them.

Teeth
10-10-2010, 07:32 AM
Excellent work with the credits. :D Dem Bones fits quite nicely over the voice credits, and I laughed when I was told to close ScummVM at the end. :p

DisapprovingOwl
10-10-2010, 08:31 AM
This was intentional. The recording is very strange and somehow sounds horrible in the original order. Maybe it doesn't matter in the SE, since they didn't even bother to beat match the vocals here. But since I did, I noticed that it sounds much better that way. I got the suspicion, that the singer actually got the lines mixed up when he recorded them.
I see your reasons, but doing this completely messes with the flow of the song and means the lyrics and rhyming patterns just don't work as they should. I'd honestly just return it to the original order, as I'd rather have the song make sense and sound a bit off for two lines than have it fit the tune at the expense of the structure of the song itself.

Besides, Fink's a pirate, not a singer - he knows piratey songs, but nobody said he had to be able to sing them well. ; )

Also:
I would also suggest re-instating the "Nice!" variations (at least as an option, like with Spiffy's closeup) simply because the one chosen just isn't as funny to listen to as the others, regardless of quality. There are other voice clips with the same quality issues anyway (Such as "The one and only, sugarbear!" and especially "Now all I need are a few voodoo ingredients.")
If this is true and other lines exist with the same quality issues anyway, then I also am totally on-board for requesting the re-instatement of the other "Nice!" variations. = )

Finally, an animation bug I came across in Part II - when handing the Voodoo Lady Rapp Scallion's ashes for the Ash-2-Life™ mix, she briefly has two heads during the animation where she takes the ashes.

Am very much enjoying playing this with the voices - great work so far, LogicDeluxe! Will let you know any more bugs I find. = )

LogicDeLuxe
10-10-2010, 09:00 AM
I also am totally on-board for requesting the re-instatement of the other "Nice!" variations. = )"re-instatement" isn't exactly the word I would use, as there never was any variations in the script.
Anyway, I just implemented them. There are 5 versions of "Nice." which are chosen randomly now. Will be in the next version.
Finally, an animation bug I came across in Part II - when handing the Voodoo Lady Rapp Scallion's ashes for the Ash-2-Life™ mix, she briefly has two heads during the animation where she takes the ashes.I'll check this.

DisapprovingOwl
10-10-2010, 02:07 PM
Having completed the game now, I haven't come across many dialogue bugs. A few instances exist where the dialogue doesn't match the audio due to changes made in the Special Edition (talking to the Antique Dealer about Visa, mentioning the Stretchy Strongman to LeChuck in the finale and a few others I forget right now), but as far as actual bugs that's about it aside from the instances I already mentioned.

...Except for one pretty major dialogue bug in Part III - When LeChuck is holding you in his torture chamber, when he says the line "You see that candle over there?", the audio cuts off after "You see that c-" and skips straight to the next line.

Love what you've done with the credits - did it take much effort and reworking to get the music to transition differently to include the bone song and campfire theme? By the way, I like the way it uses the version of the campfire theme from the beginning for the Ultimate Talkie Edition credits before transitioning to the correct whistle-only version for the "do something constructive" suggestions, but is it possible to make it change between the two happen closer to when the suggestions start popping up? At the moment it waits for the song to do a full loop, which means a lot of the suggestions still have the full version of the song playing over them.

Also, I loved the placeholder text in the Ultimate Talkie edition credits. XD Lorem ipsum dolor sit amet and all that... cracked me up when I noticed. I assume they'll be replace with names as more people test and submit suggestions, but it was awesome to see.

Excellent work so far, overall, anyway! = D

LogicDeLuxe
10-10-2010, 04:39 PM
Having completed the game now, I haven't come across many dialogue bugs. A few instances exist where the dialogue doesn't match the audio due to changes made in the Special Edition (talking to the Antique Dealer about Visa, mentioning the Stretchy Strongman to LeChuck in the finale and a few others I forget right now), but as far as actual bugs that's about it aside from the instances I already mentioned.Not all SE changes have the "match voice" mode implemented yet. That's definitely on my list.

Here is a list of all dialog changes I encountered:
Hi. I'm Guybrush Threepwood, ghost-busting stud. = Hi. I'm Guybrush Threepwood, LeChuck-busting stud.
Did I mention that I'm Guybrush the ghost-busting stud? = Did I mention that I'm Guybrush the LeChuck-busting stud?
Do you take Visa? = Do you take credit?
visa visa visa = credit credit credit
What is this? Midget wrestling? = I'm not dressed for wrestling.
I went out for a smoke. = I went out for a swim.
I don't suppose it's a Nintendo™ game = I don't suppose it's a LucasArts™ game
"The Story of Jello" = `The Story of Jelly`
"Grammy Award Winners of the Renaissance" = `Great Rock Musicians of the Renaissance`
I feel pretty. = That's a nice looking beard.
Oh, so pretty. = One thing's for sure...
So pretty and witty and wise. = I am never shaving this off.
I'm selling these fine Corinthian leather jackets. = I'm selling these fine leather jackets.
Hey, it's Zonker Harris in a dress! = Hey, it's Kyle Katarn in a dress!
Macintosh Grey? = Macintosh Red?
Cool, a Chuck E. Cheese token! = Cool, an arcade token!
and of course all the "helium"-songs.

Oddly enough, "I feel pretty." exists as a recorded line, despite it isn't used in the SE. I kept it at the antique, but changed it to the replacement at Rum Roger's when in "match voice" mode.

Interesting thing about the "You know, this doll reminds me of the Stretchy Strongman I had as a kid." line. I didn't notice, because it's only the voice acting which was changed. The original line is still in the SE subtitle file.
Did you notice more lines not in the list above?Love what you've done with the credits - did it take much effort and reworking to get the music to transition differently to include the bone song and campfire theme?The tweaking took some time (I added the end scene boot param for a reason). The entire cast is match to the beats.

Btw., I noticed something interesting during testing. When in PC speaker mode, there is a completely different medley during the end credits. It is somewhat longer than the AdLib and MT-32 versions. And it loops into the LeChuck theme at the end.
At the moment it waits for the song to do a full loop, which means a lot of the suggestions still have the full version of the song playing over them.Well, the transition wouldn't work without the whistle over it, thus it only works at the beginning of the song. I could start the song from a later point instead of the beginning, but this would probably sound rather silly.
Also, I loved the placeholder text in the Ultimate Talkie edition credits. XD Lorem ipsum dolor sit amet and all that... cracked me up when I noticed. I assume they'll be replace with names as more people test and submit suggestions, but it was awesome to see.Of course. I needed something to test the formatting, and since there was no beta yet, there can't be any beta testers, right?

Teeth
10-10-2010, 04:50 PM
Governor Phatt's line ending with "You'll fall into the jello!" was replaced with "You'll fall into the jelly!"

And why on earth did they get rid of the line about smoking? Considering SoMI:SE actually SHOWED smoking with Captain Smirk, it's very odd that it was removed here.

DisapprovingOwl
10-10-2010, 05:52 PM
Did you notice more lines not in the list above?

Off the top of my head there's only one that I can remember right now, from Guybrush's mother in the ending scene:

You don't know what kinds of murderers and white slavers might be hanging around a place like this. = You don't know what kinds of murderers and ne'er do wells might be hanging around a place like this.

I'll make sure to switch to Speech and Subtitles mode for my next playthrough though - that'll make any dialogue changes that we haven't spotted yet a lot easier to catch. = )

Laserschwert
10-10-2010, 07:58 PM
When starting scummvm_fan_patched.exe I get an error saying that SDL.dll is missing. Copying the exe over to my regular ScummVM folder (which contains SDL.dll) I get a "Application couldn't be started correctly (0xc000007b)"-error.

I'm running Win7 64bit.

Teeth
10-10-2010, 08:25 PM
I'm almost certain one of the fisherman's lines about "my rod" was changed to "my fishing rod" due to the crude double entendre potential.

LogicDeLuxe
10-11-2010, 05:08 AM
When starting scummvm_fan_patched.exe I get an error saying that SDL.dll is missing. Copying the exe over to my regular ScummVM folder (which contains SDL.dll) I get a "Application couldn't be started correctly (0xc000007b)"-error.Is it by any chance a 64-bit version of ScummVM? Don't mix those.

I'm almost certain one of the fisherman's lines about "my rod" was changed to "my fishing rod" due to the crude double entendre potential.You are right. Another change not present in the subtitle file.

Laserschwert
10-11-2010, 07:02 AM
Is it by any chance a 64-bit version of ScummVM? Don't mix those.Bingo, that was it. Thanks!

Another suggestion: Is it possible to add the ambience sounds of the SE? Maybe via theoretical CD audio tracks?

Also: In the SE some voice files are processed on the fly to add effects like reverb (i.e. Elaine and Guybrush in the opening scene). Is it possible to add this? I'm not sure what kind of command line tools allow to process audio files this way...

Teeth
10-11-2010, 08:08 AM
I'd like the ambience, but I'm not holding my breath for CD audio. :p It'd be brilliant to have, but would probably require building an entire new music system on top of the game, which only just barely worked in the Special Edition, with a lot of errors.

But hey, if it turns out to be do-able, I'm totally on board for it. :D Since this is an ongoing project, any errors can be found and repaired, and we can make it work perfectly.

LogicDeLuxe
10-11-2010, 08:36 AM
Another suggestion: Is it possible to add the ambience sounds of the SE? Maybe via theoretical CD audio tracks?This would have low priority. I might take a look at it later on.Also: In the SE some voice files are processed on the fly to add effects like reverb (i.e. Elaine and Guybrush in the opening scene). Is it possible to add this? I'm not sure what kind of command line tools allow to process audio files this way...I use SoX (http://sox.sourceforge.net/) in my batch processing, which is a very powerful command line tool.
This sure would require some work, as I have to find all samples which needs to be altered.
I might look into it.
It seems odd, that those particular scene has real time processing, while most samples have effects already added, like Rapp Scallion and Stan in the closed coffin. (Stan variations are not implemented yet)

DisapprovingOwl
10-11-2010, 10:22 AM
It seems odd, that those particular scene has real time processing, while most samples have effects already added, like Rapp Scallion and Stan in the closed coffin.

I assume scenes with real-time processing (Underwater, Big Whoop Pit, Underground Tunnels etc.) are done that way because Guybrush can look at his inventory in these scenes (with the exception of the intro version of the Big Whoop pit, which was possibly just done for consistency with the later version). If the audio was pre-processed, you'd have to have variations of nearly every inventory item's audio descriptions (as well as other global dialogue such as "Nice." and "I can't move it." etc.) to match each location. If you didn't, you'd have the rather jarring effect of only some of what Guybrush says having the correct reverb. Wheras, for the coffin dialogues, only Rapp Scallion and Stan ever use the effect, so it can be pre-processed with no worry as it doesn't affect any global dialogue.

That's something to consider if you do attempt to implement this with pre-processed audio. If you could, it'd be totally awesome and greatly add to the atmosphere - indeed, I loved it in the SE. But you'd have to do something like add a check to see which room you're in to most of the global dialogue, and have different variations for rooms with different reverb effects. I'd imagine it'd probably be a LOT of work to implement.

fentongames
10-12-2010, 02:24 PM
GREAT to see you doing this with Monkey Island 2, you did a great job with the first one and I can't wait to see how this one ends up.

A couple of things you may be able to fix or be interested to know about:

In the SE's classic mode, Guybrush says "That is a nice looking beard" when he looks in the mirror in his inventory, but the subtitle says "I feel pretty", were you gonna change that to the "I feel pretty" voice-file for your version of the game?

There are only a few "Nice _____" that were actually recorded (Nice stick, Nice door, Nice window), maybe you could make it so that Guybrush says these for all doors, windows, and sticks with the default "Nice" line. For instance, Guybrush says "Nice stick" on the beach, but when he looks at it in his inventory, just "Nice." Plus there are a couple of doors where simply "Nice" is said. Maybe you could use the available recorded lines and use them whenever possible.

Sometimes when I entered the gambling alleyway on Phatt Island, the wheel-operator would be non-visible for a second, then show up as soon as he said his first line. This is probably because he shares another actor's actor number which is currently in another room, but maybe you could alter this code so that he shows up when GB enters the room, rather than the game calling him back into the room when he says his first line.

I'll post back when I think of more stuff to input.
Great job so far!
XD

LogicDeLuxe
10-12-2010, 02:40 PM
In the SE's classic mode, Guybrush says "That is a nice looking beard" when he looks in the mirror in his inventory, but the subtitle says "I feel pretty", were you gonna change that to the "I feel pretty" voice-file for your version of the game?Yes, I used the "I feel pretty." sample, which, oddly enough, exists.
When the mirror is installed in Rum Rogers cottage, a bit more of that song is quoted for which no samples exists. In that case, I changed the entire text to the SE replacements, since keeping just "I feel pretty." wouldn't make sense in conjunction with the following lines. In original text mode, this scene is silent.
Sometimes when I entered the gambling alleyway on Phatt Island, the wheel-operator would be non-visible for a secondIs there a reliable way to reproduce this bug? I rarely encountered this, and it seemed rather random.

bgbennyboy
10-16-2010, 12:12 PM
I've made an app to do the extraction for you http://www.lucasforums.com/showthread.php?p=2751360#post2751360

LogicDeLuxe
10-16-2010, 07:53 PM
I've made an app to do the extraction for you Thanks. :thmbup1:

LogicDeLuxe
10-17-2010, 03:13 PM
Feel free to try the new ScummVM version patched:
ScummVM_1.2.0_fan_patched_win32.zip (http://www.mediafire.com/?tlri3uqrmti9bmj)
scummvm-1.2.0_fan_patched_source.7z (http://www.mediafire.com/?8gsr3rt8fj7b9cj)

LogicDeLuxe
10-23-2010, 08:14 AM
New version: http://www.mediafire.com/?9e772mbd4tismd4

v0.2 beta:
- Automated extraction of monkey2.000 and monkey2.001.
- "Oh. Shut up." wrong sample at Woddy.
- Cut off "You see that candle over there?".
- Music sync when dream-LeChuck morphs into root beer spraying Guybrush.
- Music stopped at peninsula. (v0.1 beta)
- "Nice." variations included.
- Various scenes now honor the "original text"/"match voice" setting.
- Stan variations for open and closed coffin.
- At Dinky beach, Guybrush automatically picks up the glass if necessary instead of magically filling it with water.
- Propper fix for spitting out the candle in easy mode.
- The wheel of fortune graphic always stopped at black (dark) in easy mode.
- Roulette dealer announced random colors in easy mode instead of the chosen one. (v0.1 beta)
- In the final chapter, you always have at least 4 seconds to react when LeChuck appears now. Previously, this was completely dependent on subtitle speed.
- Using the voodoo doll inside the lift wasn't supposed to be done, because it interferes with other scripts, yet it was possible when making the voodoo doll and using it fast enough as soon LeChuck appears. This is no longer possible.
- Paper look with Kate's flyer on the wanted-poster fixed.
- Mêlée Island door fixed.

DisapprovingOwl
10-23-2010, 05:53 PM
Just downloaded v0.2 - have literally only just started a new playthrough, but just had to post a message to say I was very glad to see that, as well as the updates listed above, Fink's lines in his Scabb Island song have been switched back to the correct order!

Also, I've noticed one dialogue change that's been missed already at the start of Part I, when Largo's dangling you from the bridge:

Maybe I should make you one out of cement! = Maybe I should cut you one out of cement!

I'm looking forward to seeing the graphical fixes mentioned in the updates list, too. = ) Will be sure to let you know about any bugs I find, as usual.

bgbennyboy
10-23-2010, 07:43 PM
I just tried it. It works really well, good job!

DisapprovingOwl
10-23-2010, 08:02 PM
Finished Part I - here's a complete list of bugs & dialogue changes I noticed so far:

Dialogue Changes
While being mugged by Largo:
There are no police on Scabb Island! = There's no police on Scabb Island!
Maybe I should make you one out of cement! = Maybe I should cut you one out of cement!

Talking to Captain Dread:
There's no way he'd let me leave. = There's no way he would let me leave.

Getting a job in the Bloody Lip:
Now go strap on an apron and get to work. = Now go strap on that apron and get to work.

(I know some of these are incredibly minor, but thought I'd document them anyway to get the most detailed list possible for you.)

Bugs
-When looking at your riches at the start, the line This maybe a lot of money, but it's nothing compared to how rich I'll be when I find Big Whoop. has a typo; in this context, it should read may be rather than the word maybe.
-If Largo discovers you in his room, his final line of dialogue, So, get the $#*&# out of here!, gets cut off by Guybrush leaving the room. Is there any way to force the scene to not change until the line is finished?
-When you have the completed voodoo doll of Largo, let Largo kick you out of his room before you get a chance to use it - the audio for his line Get out of my room. cuts off partway through.
-The Bartender in the Bloody Lip is the only character not affected by the lighting - Guybrush, Largo and Bernard are all darkened when in the bar, and adjust brightness depending on where in the bar they are, but the Bartender does not and looks unusually bright compared to everyone else as a result.

That's all I found in Part I. Will post again with anything more when I've completed some more of the game. = ) Loving it so far though. Particularly nice to hear the other "Nice" variations implemented, too. Excellent work!

LogicDeLuxe
10-23-2010, 09:13 PM
There's no way he'd let me leave. = There's no way he would let me leave.I would think about that one as the actor's liberty. There are a lot lines like this, also in MI1SE. I wouldn't exactly call it broken.
Typos on the other hand, I will fix, of course, like I already did a few. And those really altered texts, I will add for the "match voice acting"-option.-The Bartender in the Bloody Lip is the only character not affected by the lighting - Guybrush, Largo and Bernard are all darkened when in the bar, and adjust brightness depending on where in the bar they are, but the Bartender does not and looks unusually bright compared to everyone else as a result.This is no true color game. The colors are limited, and so is what can be done with these effects. If you look further, you will notice that the fishes in the background have the wrong brightness in cutscenes, ie. the same as Largo/Bernard. That won't change either.

DisapprovingOwl
10-24-2010, 05:41 PM
This is no true color game. The colors are limited, and so is what can be done with these effects. If you look further, you will notice that the fishes in the background have the wrong brightness in cutscenes, ie. the same as Largo/Bernard. That won't change either.

Ah, righto - my mistake. Should have realised there'd be a limit on effects of that sort.

Anyway, have just finished Part II and have a mammoth list of bugs and dialogue changes ready for you. That's probably the largest part of the game out of the way now. I might see if I can do Parts III and IV all at once when I next get the chance to play, since they're both pretty small and self-contained.

Dialogue Changes:
Talking to DeWaat on Booty:
What? They doin' a treasure hunt again this year? = What? They're doin' a treasure hunt again this year?

Looking at the Spit Plaque:
It's a plaque with an old-looking gob of something on it. = It's a plaque with an odd-looking gob of something on it.

Talking to Elaine:
You know, I do have work to do. = You know, I have work to do.
Go tell it to your mamma. = Go tell it to your mother.

Talking to the Fisherman on Phatt:
I think you're just trying to get your hands on my pole. = I think you're just trying to get your hands on my fishing pole.
I'll give you my prize-winning pole. = I'll give you my prize-winning fishing pole.
Think I'll just drop a line right here. = Think I'll drop a line right here.

Looking at the mirror at Rum Rogers':
That's a nice looking beard. = That is a nice looking beard. (Unless the SE subtitle for this replacement line really says "That's" rather than "That is", in which case just leave it as is - I haven't had a chance to check this, so thought I'd mention it regardless).

Delivery Men in Scabb Island Swamp:
Hey, Rich. I could use a hand with this one. = Hey, Rich. I sure could use a hand with this one.

In LeChuck's Fortress (cutscene):
You will regret a lot more if he finds another. = You will regret it a lot more if he finds another.

On Captain Kate's Ship:
This ship is so small, the rats leaving it are humpbacked. = This ship is so small, the rats are leaving it humpbacked.

Typos:
-Talking to DeWaat on Booty, the line Well, if it's a party your looking for... has a typo; your should be you're in this context.
-At Stan's, I'm pretty sure the line Making plot reservations now insures you a space at our popular Scabb Island Internment Park™... has a typo - the context of the line suggests that insures is actually intended to be ensures, as in "guarantees". Not sure about this one, though.
-During the bone dance, rib bone is consistently mis-spelt as rip bone in all of the lines sung by the skeletons. This doesn't affect any of Guybrush's lines or the lyrics written on the paper as far as I could see.

Bugs:
Booty Island:
-In the Antique Shop, if you talk to the parrot while the antique dealer is talking, after finishing its line the parrot doesn't stop its' talking animation. Instead, the animation will continue until the dealer finishes his remaining lines of dialogue.
-At Stan's, Guybrush still points the wrong way if facing the coffin and selecting the dialogue option How much is that coffin?. Adding the same check to see which way he's facing that you added to the Could you show me that coffin again? dialogue option should fix this.
-Sometimes, when Stan is in the coffin, if you open the coffin just as Stan's line is ending, even though the coffin is open his next line will be said in the "coffin closed" muffled voice and his talking animation will not play. Sometimes this also affects it the other way - if you close the coffin sometimes he will speak his next line in the "out of the coffin" voice. This seems harder to do than the other way around, though.
-At the Spitting Contest, there's an art goof - the banner on the far right reads "Pirate's Spit Contest!" rather than "Pirates' Spit Contest" as it should. Originally all the banners were incorrect, but this was fixed sometime between the demo and the full game; however, this banner was apparently missed when they fixed the other two.
-At Governor Marley's Party, when the skeleton guest says It's alright., the audio says Yep. instead. This seems like it's probably using the wrong audio file, rather than being a dialogue change, as the same Yep. is also correctly used elsewhere.
-Also at the party, the Pig-mask guest on the far right seems to have the audio files for his (cheap sexual innuendo) and (mindless retort) lines the wrong way around - currently his (cheap sexual innuendo) is a reply to the clown's (cheap sexual innuendo), while his (mindless retort) is him telling his own tale of innuendo.

Phatt Island:
-In the Jail, When offering the bone to Walt, Guybrush's whistle sounds occur at the same time as his dialogue lines Here, doggie doggie. and Here boy! It would be impossible for him to whistle to the dog and speak at the same time. Is it possible to make each whistle happen just before each of his lines instead?
-Also in the Jail, When talking to Captain Kate, Guybrush's line, I can explain, I--, gets cut off earlier than it should.
-At the top of the waterfall, when I used the monkey on the pump, the waterfall sound cut out after Guybrush had taken the monkey out of his pocket but before he'd actually used it to turn off the pump. Not sure what caused this.

Scabb Island:
-At the Voodoo Shack, the bug I mentioned before where the Voodoo Lady has two heads when taking Rapp Scallion's ashes from you still occurs. It looks like her head from her sitting/talking animation stays in place while her body plays the animation for taking the ashes, resulting in her briefly having two heads.
-On the close-up of Rapp Scallion's coffin, this bug occurred. Rapp Scallion's map piece was the third I got. Guybrush's line, That makes three map pieces - only one to go! occurred at the same time as Rapp's disappearing animation. Although the audio for the line played, no text was displayed despite being in Speech and Subtitles mode. Is this Rapp's animation interfering with the line? If so, is it possible to delay the appropriate
That's the (X)th map piece line until after Rapp is done disappearing?


One last question - I didn't include this in the bugs list as it would involve heavy modification of a background, and I wasn't sure if it was appropriate for this project, but: are there any plans to fix the lack of any floor outside the Woodcutter's door in Woodtick, or will this be left as-is to preserve the original background art as-is?

Anyway, hope that's not too mammoth of a list for you! = ) I've tried to be incredibly thorough on this playthrough to maxmise the amount of bugs I'm catching, so I'm afraid it's quite a large info-dump at once. Will let you know as soon as I have anything more, k? Until then, keep up the good work! = D

LogicDeLuxe
10-24-2010, 06:59 PM
-Sometimes, when Stan is in the coffin, if you open the coffin just as Stan's line is ending, even though the coffin is open his next line will be said in the "coffin closed" muffled voice and his talking animation will not play. Sometimes this also affects it the other way - if you close the coffin sometimes he will speak his next line in the "out of the coffin" voice. This seems harder to do than the other way around, though.This implementation was rather complicated, so I'm not suprised it didn't work perfect right away. I'll look into it.
Also, the game might hang when trying to open the coffin after nailed shut, I noticed. Should be easier to fix than the other issue, though.-At Governor Marley's Party, when the skeleton guest says It's alright., the audio says Yep. instead. This seems like it's probably using the wrong audio file, rather than being a dialogue change, as the same Yep. is also correctly used elsewhere.The correct file doesn't seem to exist, so I intentionally used this instead. I forgot about it when implementing the "match voice"-mode. I will change the subtitle accordingly.-Also at the party, the Pig-mask guest on the far right seems to have the audio files for his (cheap sexual innuendo) and (mindless retort) lines the wrong way around - currently his (cheap sexual innuendo) is a reply to the clown's (cheap sexual innuendo), while his (mindless retort) is him telling his own tale of innuendo.Interesting. The subtitles don't suggest anything meaningful, so I just put them in order. Should be easy to change, though.
Phatt Island:
-In the Jail, When offering the bone to Walt, Guybrush's whistle sounds occur at the same time as his dialogue lines Here, doggie doggie. and Here boy! It would be impossible for him to whistle to the dog and speak at the same time. Is it possible to make each whistle happen just before each of his lines instead?I think, this was the first I changed after uploading v0.2. It was obviously enough, so I tweaked the timing a bit. Funny enough, the same bug is present in the SE in classic mode.-At the top of the waterfall, when I used the monkey on the pump, the waterfall sound cut out after Guybrush had taken the monkey out of his pocket but before he'd actually used it to turn off the pump. Not sure what caused this.Not only there. It pretty much stops randomly, even if you just wait at the fall or at the pump. Probably a limitation of iMuse AdLib. This and some similar bugs are documented by ScummVM, yet no one managed to write a workaround yet. I guess, changing the scripts won't solve this issue.One last question - I didn't include this in the bugs list as it would involve heavy modification of a background, and I wasn't sure if it was appropriate for this project, but: are there any plans to fix the lack of any floor outside the Woodcutter's door in Woodtick, or will this be left as-is to preserve the original background art as-is?I think, I leave it to any graphics enhancements projects, just like I did with MI1. There are quite some inconsistencies in the drawings, which fortunately don't interfere with gameplay.

Teeth
10-24-2010, 07:13 PM
Yeah, I only noticed the other day something REALLY majorly wrong with the art in Woodtick - in the Bloody Lip, the view outside the windows is totally submerged, but it's dry outside the windows in the kitchen. And then the windows in the kitchen are on the wrong side of the room in relation to the outside view, as though the shot were mirrored.

DisapprovingOwl
10-24-2010, 09:20 PM
I think, I leave it to any graphics enhancements projects, just like I did with MI1. There are quite some inconsistencies in the drawings, which fortunately don't interfere with gameplay.

I figured that would be the case. Thought I'd better mention it to make sure, though. = )

Have finished Parts III and IV now - not much at all from these! Part II was definitely the meatiest part, I think. Anyway, here they are:

Dialogue Changes
LeChuck's Fortress:
I will then take your bones... = I will take your bones...

Talking to Chester on Dinky:
How hard could that be? = How hard can that be?

Finalé:
You know, this doll reminds me of the Stretchy Muscleman I had as a kid. - I know this line has already been changed to match the audio, but I would suggest one tweak to the text: re-instating the ™ from the original Stretchy Strongman™ version of the line. ™s are a staple of Monkey Island, and besides, most other "products" in MI2 have one - see Stan's Kozy Krypts™, Ash-2-Life™, or for an example from the same scene, Junior Ultra Soldier Commando Assault Vehicle™. As a result, I feel Stretchy Muscleman™ would work better here than the current version without the ™.
But you've got to see-- = You've got to see--
No chance, you'll just rip out my lungs when I get close. = No chance, you'll just rip my lungs out when I get close.

Bugs
-In the first scene of Part III, the delivery man with red hair looks miscoloured. The darkest shade of his skin is instead incredibly bright. I am guessing this is probably something like the Bartender issue I brought up before and thus cannot be fixed, but I thought I'd mention it just in case.
-The Parrot on Dinky has whistle sound effects that still overlap with some of its' dialogue. Since all these SFX are replaced with voice clips in the SE, I'm guessing this will be eventually fixed when the extra/updated SFX from the SE start being implemented.
-In the Finalé, the elevator and Juju bag are missing sound FX. I know adding sound to the Juju bag was mentioned as a fix that'd already been done in the v0.1 update list, so this confused me a little. Don't know if it makes any difference, but the room I used the bag in was the Mêlée Island back alley.

That seems to be it for now! Obviously this was only a single playthrough, so I didn't get to test quite all of the available dialogue options, but I was as thorough as I could be within that limitation. Hopefully this playthrough as a whole has captured a good amount of bugs + changes. = )

LogicDeLuxe
10-25-2010, 06:28 AM
-In the Finalé, the elevator and Juju bag are missing sound FX.It does work most of the time, though. It seems, the complex finale music sometimes takes all resources. Probably the same limitation as with the water fall.
Also the campfire crackle is known to suffer from this.

The voodoo bag should be fixable with the usage of sampled sounds, but the elevator, the fire crackle or the water fall can't be replaced, since those would overlap with speech.

DisapprovingOwl
10-25-2010, 06:47 AM
It does work most of the time, though. It seems, the complex finale music sometimes takes all resources. Probably the same limitation as with the water fall.
Also the campfire crackle is known to suffer from this.

Yeah, I just completed an Easy Mode playthrough to test for additional bugs/typos, and the SFX for both worked fine this time. Didn't find any additional bugs/typos, by the way, and the Easy-Mode-only dialogue seems 100% fine as far as I can see. = )

Shame it won't be fixable for the campfire/waterfall/elevator, but understandable as that's just due to the limitations of the game engine. Good to know the bag should work properly all the time when the SE SFX for it are implemented, though.

Jackpumpkinhead
10-26-2010, 09:31 AM
any new updates to this?

LogicDeLuxe
10-26-2010, 12:59 PM
any new updates to this?Any useful posts to this?

ryzawy
11-23-2010, 10:39 PM
the official features list of MI2SE says: "Character voiceover available in both Special Edition and Classic modes".

so, i have just this one question and i will probably be flamed to hell and back for it:

Couldn't you just play the classic mode with voiceover enabled? So, what is the actual goal of this project when you already got the "talkie" in MI2SE? you'll need to buy MI2SE for this patch anyway, AFAIK.

I'm sorry if i'm totally missing the point of this project. i don't want to offend someone, you guys did a great job on the Ultimate Talkie Edition for MI1.

MusiclyInspired
11-24-2010, 12:38 AM
You could play the game on other platforms with ScummVM that you couldn't initially with the SE.

DisapprovingOwl
11-24-2010, 06:30 AM
Plus, on top of the above point, this version also aims to fix bugs and, to some extent, art goofs present in the original game. Being run from the original files rather than through the SE's interpreter, it also avoids any bugs that are the fault of the interpreter executable. There's also corrections to text etc. such as instances where the makers of the SE forgot to change some lines to match the altered dialogue; plus the ability to play with the original unmodified dialogue if you want, something that is not possible in the SE. Also, the ability to turn the narrator on and off, depending on whether the narration bugs you or not.

Overall, it just aims to be a 'complete' version of the classic version of MI2, with voice acting, as few bugs as possible and more customisation options than the SE's classic version allows. = )

daltysmilth
11-24-2010, 01:57 PM
Plus for some reason the special editions don't work on all computers. Mine, for example.

Teeth
11-27-2010, 03:14 AM
And you get to hear the voices alongside the proper soundtrack, rather than the weird not-properly-emulated-or-implemented midis from the special edition. And you can hear the adlib soundtrack alongside voices too.

questinghero
12-07-2010, 04:25 PM
I asked the guy who does the un-official ScummVM port to create a version for Android and he has it posted and it works great!

Android ScummVM for Monkey Island Talkie (http://anddev.at.ua/forum/2-2-1)

Enjoy!

P.S. I know I am double posting this, but I figure it is applicable for both fan patches.

Jon N/A
06-04-2011, 03:50 AM
I'm trying to compile the source under Linux ubuntu 10.04 but the ./configure file doesn't work properly and due to that I can't proceed to the make command.
Here's the output:
jon@jon-desktop:~/Desktop/scummvm-1.2.0_fan_patch$ sudo ./configure
Running ScummVM configure...
Looking for C++ compiler... g++
Checking for compiler version... 4.4.3, ok
Checking for whether -Wglobal-constructors work... no
Checking endianness... little
Type with 1 byte... char
Type with 2 bytes... short
Type with 4 bytes... int
Compiling for x86... yes
Checking hosttype... linux-gnu
Alignment required... no
Checking whether to have a verbose build... no
Checking whether building plugins was requested... no
Checking for Ogg Vorbis... yes
Checking for Tremor... no (Ogg Vorbis/Tremor support is mutually exclusive)
Checking for FLAC >= 1.0.1... no
Checking for MAD... no
Checking for ALSA >= 0.9... no
Checking for SEQ MIDI... yes
Checking for zlib... no
Checking for libmpeg2 >= 0.3.2... no
Checking for libfluidsynth... no
Checking for readline... skipping (text console disabled)
Checking for nasm... not found
Building translation support... yes (with runtime language detection)
Backend... sdl, 16bit color, HQ scalers, MT-32 emu, Indeo3 decoder
Looking for sdl-config... none found!

What should I do?

EDIT: OK, According to this (http://forums.scummvm.org/viewtopic.php?t=6278&sid=225a991de7ff637cc23d05da381671bf), I need to install libsdl1.2debian-all and libsdl1.2-dev.
The problem is, to install them I have to remove the ubuntu-desktop package! And i obviously don't want to do that :)
I see if I can find something.

kenand
08-10-2011, 03:59 PM
Is it possible to make other language subtitle version of talkie project?
How?
We made Hungarian version of game before, but I do not now hown can I make Hungarian subtitled English talked version...

TheJoe
08-11-2011, 07:41 AM
The problem is, to install them I have to remove the ubuntu-desktop package! And i obviously don't want to do that :)
I see if I can find something.

I realise this reply is a little late but it's totally fine for you to do that. ubuntu-desktop is a meta package for GNOME. It won't remove anything if you uninstall it.

You can reinstall it again afterwards if you like.

Jon N/A
08-13-2011, 06:24 PM
I realise this reply is a little late but it's totally fine for you to do that. ubuntu-desktop is a meta package for GNOME. It won't remove anything if you uninstall it.

You can reinstall it again afterwards if you like.
Thanks for the info!
I gave up compiling it 3~4 weeks ago.
I hope it continues the compiling successfully after I've removed the package.

Chuke01
11-02-2011, 11:44 PM
Hello I'm from Spain, you have done a really nice job, thanks for this. I have a little question about merge Spanish text files of MI2 CD with the "MI2 Ultimate Talkie Edition". I tried copy some files from one version to another, but this hasn't worked. Can you help me?

FrustrationMan
03-03-2012, 03:44 PM
Hate to be a bother, but is anyone still planning on finishing this? It's been a REALLY long time since anyone posted about it. Just thought I'd ask.

MusiclyInspired
03-12-2012, 01:55 PM
The latest version link seems to be broken. Is there a mirror somewhere?

LogicDeLuxe
03-18-2012, 05:06 PM
I'm still planning to finish this project soon.
In the meantime, here is a reupload of the last beta: http://www.fileden.com/files/2012/2/1/3258380/MI2_Ultimate_Talkie_Edition_Builder_0.2.zip

MusiclyInspired
03-20-2012, 01:15 AM
Thank you!

Longcat
05-22-2012, 11:44 AM
Great to hear that this has not died!:) Looking forward to an update, great work.

DisapprovingOwl
07-10-2012, 08:22 AM
I'm still planning to finish this project soon.
In the meantime, here is a reupload of the last beta: http://www.fileden.com/files/2012/2/1/3258380/MI2_Ultimate_Talkie_Edition_Builder_0.2.zip

I've not been on here in a long while now - probably not since my last post in this thread back in 2010 - so to check back and find some news of this project was a nice surprise!

I'm really glad to hear this project isn't dead. If you would like me to continue testing and bug-reporting from where I left off last time, I'd be happy to help out again. = ) I'm employed in a full-time job now, so would have a bit less time for it than I did last time around; however, I'd be happy to put in the time when I can to make sure we catch as many bugs and instances of changed dialogue as possible. This project wasn't far off of being as complete and polished as the MI1 Talkie Edition project, and I'd love to help out again in taking it that extra step to completion.

Obviously I'd wait for a new version to be released before getting started, though - I'm pretty sure I reported everything I could find in the previous version, and if work on a new version is continuing again there's no point in me reporting things that might already have been fixed in the upcoming edition.

Will keep my eyes open for any updates in future. = )

mehdi.moha
08-25-2012, 07:42 AM
can anyone please start works on this nice project ?
there are so many people that likes this fantastic game .

monkey island 1 received new update V1.01 !!

does anyone know that who update that ? maybe we can ask him to make this project alive :)

LogicDeLuxe
08-25-2012, 09:47 AM
Maybe I should just leave it at v0.2 until this particular spammer (http://forums.scummvm.org/viewtopic.php?t=11796) goes away.:raise:

mehdi.moha
08-26-2012, 05:46 AM
Maybe I should just leave it at v0.2 until this particular spammer (http://forums.scummvm.org/viewtopic.php?t=11796) goes away.:raise:

ok ok

sorry , i'm gone .. i just like this game so much ...

i'll keep quite :yelbounc:

paprik123456
09-12-2012, 12:35 PM
Guys, have you got alpha problems with importing images back to the game?

what dds format do you save images? If I use different setting than: DXT1 ARGB 4 bpp | 1 bit alpha , the game freeze on loading (???) and DXT1 is such a low format and all looks ugly.

Any solution?

mehdi.moha
09-18-2012, 03:12 AM
Guys, have you got alpha problems with importing images back to the game?

what dds format do you save images? If I use different setting than: DXT1 ARGB 4 bpp | 1 bit alpha , the game freeze on loading (???) and DXT1 is such a low format and all looks ugly.

Any solution?

can you please let me know how can i import image to MI2 ? then i will let you know the result

thanks

paprik123456
09-19-2012, 01:11 PM
Hi, yes its simple.

I found out that the biggest problem was in Photoshop CS6 and dds plugin. So you have to do is:

1. Use Monkey explorer and save image (you would like to modify) as dds.
2. Open it in Photoshop and repaint it, then save it as TGA 32 bit. (alpha)
3. Download Gimp 2.8 + dds plugin for Gimp 2.8 and open your TGA in it.
4. Export it as dds with compression BC3/DXT5
5. Convert your dds back to dxt with Image converter 1.1

http://quick.mixnmojo.com/software/monkey-island-image-converter

http://quick.mixnmojo.com/software/monkey-island-explorer

You have to save your new "image.dxt" to the same folder as original root file "monkey2.pak" has.
For example: If your image was in the folder: "rooms/images/4_shore/" you have to create exactly same folder in root folder of the game. Game will load your new file instead of original file from monkey2.pak

(same thing for MI1:SE and MI2:SE, all files has to have exact name as original files)

I hope this helped.

can you please let me know how can i import image to MI2 ? then i will let you know the result

thanks

mehdi.moha
10-28-2012, 03:24 PM
any update ?

is anybody alive here?

Elaine2012
11-07-2012, 07:20 AM
I too would like an update on this. i noticed monkey island 2 se has converted roland music of some kind in "classic mode" which sounds like the cd audio of monkey1 but when I try this installer i only get the soundblaster music which is inferior. Is there anyway of putting this music in place of the soundblaster music? i could play the original monkey2 se but then loose out on the scummvm pixel smoothing and subtitles getting in the way!

Really enjoying MI1 original gfx with speech though - great job!!

LogicDeLuxe
11-07-2012, 07:52 AM
Is there anyway of putting this music in place of the soundblaster music?Use MT-32. Either a real one or an emulator. ScummVM comes with an MT-32 emulator. You need the MT-32 ROMs, though.
This requirement won't change in the final version, either.

You might also try ScummVM's ability to translate the MIDI to GM. Depending on your wavetable, this can sound rather good too.

Elaine2012
11-07-2012, 08:07 AM
Use MT-32. Either a real one or an emulator. ScummVM comes with an MT-32 emulator. You need the MT-32 ROMs, though.
This requirement won't change in the final version, either.

You might also try ScummVM's ability to translate the MIDI to GM. Depending on your wavetable, this can sound rather good too.

but since the audio is on the se version, surely that's not using mt-32 otherwise it wouldn't be playing, so it must be just the music converted into some other audio format much like the cd audio version of MI1 was?

Jenni
11-07-2012, 05:12 PM
It's not that simple. It's not a case of simply playing an audio format. The Special Edition of Monkey Island 2 completely changes the way the music is played in the actual executable file. The original used iMuse, which played digital music and was able to change the way the music played on the fly. In order to simulate this with samples, the team at LucasArts had to specifically record instrumental music in different sounds in order to make it seem like the music is changing as it did in the original version of Monkey Island 2. They had to specifically program the ability to interact with the original scripts to play the right samples at the right time for the special edition. There's no way to repeat this in ScummVM without some major programming work.

Elaine2012
11-08-2012, 05:50 AM
It's not that simple. It's not a case of simply playing an audio format. The Special Edition of Monkey Island 2 completely changes the way the music is played in the actual executable file. The original used iMuse, which played digital music and was able to change the way the music played on the fly. In order to simulate this with samples, the team at LucasArts had to specifically record instrumental music in different sounds in order to make it seem like the music is changing as it did in the original version of Monkey Island 2. They had to specifically program the ability to interact with the original scripts to play the right samples at the right time for the special edition. There's no way to repeat this in ScummVM without some major programming work.

ah i see. thanks for the explanation. one thing i don't understand by that explanation however is how scummvm is able to play the music in the se at all? but in sounblaster mode instead of the "mt-32" music that is heard in classic mode? I didn't even think the original soundblaster music even existed in the se? All i hear is the new music in "enhanced" mode or the "mt-32" music in the classic mode. I'm guessing the installer just creates copies of the original files of the game and somehow just gets it to play the voices on top by creating a monster.sou file?

I wish lucasarts just made a decent remake to begin with that allowed you to turn off subtitles in classic mode and edge smooth like scummvm does then we wouldn't have this trouble lol! - a native android port would have been nice too!

LogicDeLuxe
11-10-2012, 09:32 AM
I didn't even think the original soundblaster music even existed in the se?The resources are all there, just like they were in the DOS version. The only reason you don't hear them in the SE is, that the executable doesn't support them.I'm guessing the installer just creates copies of the original files of the game and somehow just gets it to play the voices on top by creating a monster.sou file?It's not just copying but also patching many script, which involved much work to make this possible. The monster.sou would be completely ignored by the engine with just copying the original files.

Apart from the music, this works rather similar to the MI1 ultimate talkie edition. You may read that thread, if you are interested in all the details we went through: http://www.lucasforums.com/showthread.php?t=199288

mehdi.moha
11-22-2012, 02:11 PM
so what will happening ?

is there any hope to have even version 0.3 ?

someone answer please , we all are old man and don't want to ply it when i'm dieing ;)

moturimi
01-09-2013, 11:02 AM
Can someone provide the MI2 Talkie Builder for me?
I am not able to download the file from the provided link in this post.
I receive an access violation on mediafire. Am I the only one who receives such errors?

Thank you so much.

OzzieMonkey
01-21-2013, 05:24 PM
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.

Scummbuddy
01-21-2013, 11:10 PM
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.

That may or may not apply here, but it could be something to play with.

Edit* I didn't notice that you also mentioned your issues in the MI1 Talkie thread...

OzzieMonkey
01-21-2013, 11:13 PM
Thanks, I'll try it out. As for the other bugs, I know the workaround for each, but it would just be nice if I didn't have to do the workaround and the options just appeared. I found that if I threaten to leave with Stan twice, I'll get the option, and if I solve the hand puzzle twice, I get the option there, it's just a nuisance and I'd like to avoid it if I can.

LogicDeLuxe
01-22-2013, 03:17 AM
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.Could it be, that this kid just bet on the number you got? If that is the case, just knock on that door and ask for a new number. Remember, the guy behind the door tells you, that he fixes only one number at a time.

OzzieMonkey
01-22-2013, 04:07 AM
Could it be, that this kid just bet on the number you got? If that is the case, just knock on that door and ask for a new number. Remember, the guy behind the door tells you, that he fixes only one number at a time.

Hmm, that's odd. I've never heard the guy behind the door say that he only fixes one number at a time. Is there a specific dialog option I have to pick in order to get that response? Either way, thanks for such a fast reply :)

LogicDeLuxe
01-22-2013, 04:55 AM
Hmm, that's odd. I've never heard the guy behind the door say that he only fixes one number at a time. Is there a specific dialog option I have to pick in order to get that response? Either way, thanks for such a fast reply :)Just ask him for the next number twice without leaving the place in-between, and you should get that line.

LogicDeLuxe
01-22-2013, 05:55 AM
Can someone provide the MI2 Talkie Builder for me?Here it is: MI2_Ultimate_Talkie_Edition_Builder_0.2.zip (http://www.gratissaugen.de/ultimatetalkies/files/MI2_Ultimate_Talkie_Edition_Builder_0.2.zip)

henry11235
01-29-2013, 08:23 PM
Here it is: MI2_Ultimate_Talkie_Edition_Builder_0.2.zip (http://www.gratissaugen.de/ultimatetalkies/files/MI2_Ultimate_Talkie_Edition_Builder_0.2.zip)

Has anyone else experienced this error while trying to run the MI2 talkie builder? It is able to extract all the initial wav files, then creates the CHF_97..., and vx112... wav files, and then gives the following error:

mixing special case samples.
The system cannot find the path specified.
'..\sox is not recogniszed as an internal or external command, operable program or batch file....

Then is not able to creat the temp1 or temp2 wav files, and then get a similar error:

patching scripts
'MI2_ResExtract' is not recognized as a command file...
'bspatch' is not recognized as a command file...

I was able to use the MI1 talkie extractor without any problems. I am running windows 7 x64.

Thanks.

imhere
02-08-2013, 01:38 PM
I know it's not possible to play the game in ScummVM with the new music, but is it possible to extract the soundtrack? I can extract all the .wav files with Monkey Island Explorer (http://quickandeasysoftware.net/software/monkey-island-explorer), but that's too much, I'd like only the main themes (28) as shown by the soundtrack player in the Special Edition. Has anyone written down some kind of mapping or correspondence?

imhere
02-10-2013, 06:50 AM
nevermind, Monkey Island Music Extractor (http://quickandeasysoftware.net/software/monkey-island-music-extractor) does it for me (I have the DVD bundle).

OzzieMonkey
04-13-2013, 06:16 PM
I'm just wondering, if there are plans to continue this project and release another update, would it be possible to incorporate ambient tracks to areas without sound, similar to the first MI? I'm aware of the complications with iMuse, but if there's no music going on in a scene, surely that's workable, yes? Some areas of the game (like the intro discussion with Elaine) feel quite empty without sound and something as simple as beach sounds/birds chirping in certain environments would really help. I understand that you guys don't want to add too many changes since the point was to enable the original game with speech, but I think that this kind of change is worthwhile.
EDIT: Just looked through the thread, and this idea has been brought up before :p Still, I believe it's something important that can be done in a new build of the talkie now that pretty much all the dialogue AFAIK has been given voice without any major hiccups.

keropi
06-01-2013, 10:04 AM
first of all thanks for making those ultimate talkie editions, they rock!

unfortunately I am having severe problems running those on a real DOS pc with a LAPC-I + SB16 (made a pentium1 pc for old DOS gaming some 3 years back and it's the first time I get this behavior).
Both original DOS MIs play fine as every other DOS game I've thrown into the machine.
The talking builders complete without errors (image with both games's files + crc32 (http://i42.tinypic.com/2yzc2dh.jpg)) and I get games that work on DOSBOX and on my 486DX2 pc. But on the p1 I get severe SB problems and freezes.
I tried disabling both L1+L2 caches (so I get a pc that is slower than a 386DX) , tried leaving ~14MB of free ram under the first 16MB and even tried putting on the pentium the 8bit sound blaster that my 486 has.
I still can't make them work, roland music works fantastically but the sb part suffers.

* If I use roland+sb , music is fine but at some point during speech the game will freeze. Color cycling of the cursor will still continue , music will continue but controls/keyboard are frozen. A reset is needed.

* If I use sb-only then the game just make some horrible "music" coming from the FM chip and strangely enough speech is OK. A reset won't help here , the game/pc works but until you do a power-cycle you can't get rid of the sb's sounds.

I made a video of this behavior (showing MI1 , MI2 has the same behavior):

RKogPLwk618

Is there a chance of squashing this bug? I must stress that the pc has no irq/dma/hardware problems, I have ~100 games installed (my whole originals collection -> gallery link (http://s125.photobucket.com/user/restqp/library/carton%20boxed%20old%20games)) and never had this problem, only speed related ones on older titles that get solved with slowdown utilities.
I'll be more than happy to provide more info/testing if the creators decide it's worth checking, thanks in advance!

edit: made further tests, if I disable only L1 cache then the sb driver works. Still I get the freezing. I also put the sound buffers to 64 , I could delay the freezing but eventually I got it again.

edit2: made more tests, run the game with KGB in the background keeping a log on activity, nothing important and the game just access monkey.001 as usual when the freeze happens
I also substituted the games directory to S: so I run the game from "fake" S: in case there was a problem and the game did not like the c:\games\mi1se path... made no difference too...
Last thing I did was run the game with GM music, still no difference

keropi
06-04-2013, 08:41 AM
Well, after testing with 3 different mobos that use the VIA MVP3 chipset I have concluded that the freezing occurs when one uses a PS2 mouse on the onboard ps2 connector!
With a serial mouse the game never freezes, no matter how hard I try or for how long I play.
With a ps2 mouse it's just a matter of spending some time clicking like hell on the sleeping pirates (thus you hear a piece of dialog that restarts on the next click without delay).

I have no idea if there is a workaround for that PS2 mouse problem, I can only assume that the game doesn't like the ps2 port's address/irq on MVP3 chipsets or it's general implementation...?

LogicDeLuxe
06-04-2013, 09:52 AM
If you suspect an issue with the Ultimate Talkie Editions, you should check if Indy 4 talkie (or its self running demo) has the same issue. Then, it is most likely a problem with the executable and the sound drivers coming with it.

The Adlib music issue is usually a too fast PC. This also can lead to hanging notes on midi devices. So disabling CPU cache is always a good idea for old LucasArts adventures.

I have a similar DOS PC (Pentium 200mmx with a VIA chipset and Award BIOS) and encountered those issues occasionally, but never found a fix that worked every time, unfortunately. I don't have a PS/2 mouse but a serial mouse connected to it (like you usually do on AT boards), so it can't be just that. I found, when I run the game from within Windows 95, then it runs fine most of the time. Sometimes, I get crackling speech, but no game hanging like in pure DOS.

Maybe the game doesn't like some drivers (probably mouse and/or sound). It should be possible to play through it, as I tested it successfully on that PC along with others.

keropi
06-04-2013, 10:55 AM
thanks for the tips, I will check indy4 and report...
I did try to run the game from 98SE (forgot to mention that) and I got the exact same freezing but this time due to windows I could alt+tab my way out of it....

In regards of drivers the SB16 does not use any... just an init program on startup (not a pnp card btw) or nothing at all... and I also tried with the 8bit SoundBlaster, it only needs the BLASTER variable.
And for mouse I used either ctmouse or MS's mouse.com... I even tried without a mouse driver installed, in my case if you have a mouse plugged in the mouse port then it somehow causes this... maybe it's the mouseport's IRQ12? or it's mem address?

keropi
06-04-2013, 11:58 AM
well, unfortunately indy4 behaves the same... freezes/locks ( kinda differently though, if you wait a little it can unfreeze but fail after a while again, this time permanently)... even with the update patches and icache to disable L1 , it does not work well... maybe it's a chipset thing after all , never really played the "talkie editions" ... :(
I will try the chipset theory tomorrow with a slot1 intel-based machine and a 233mhz PII

edit: did a test without a mouse connected, I could not make monkey2 freeze but indy4 just rebooted my pc during the intro dialogues...
I never knew lucas stuff to be so picky on hardware!

LogicDeLuxe
06-05-2013, 08:13 AM
I also use ctmouse, no problem with that, it seems.
I just figured out, the problems appear for me when I use SB IRQ 7, but they disappear completely if I change it to IRQ 5. For me too, none of the other games on that PC have this issue.

keropi
06-05-2013, 08:18 AM
^ that's very strange because the SB16 that I use (CT-2230) uses IRQ5 by default (like all sb16s, DMA=1 , HDMA=5 , IRQ=5 , PORT=220 and MPU=300 so roland has 330)
Also in BIOS/PNP page I have assigned all relevant irqs/dmas to ISA-Legacy ...

Didn't get the chance to test on the PII system today....

keropi
06-07-2013, 07:16 AM
slot1 test was a failure... I found no way to disable L1 or L2 caches on my 440BX mobo and ofcourse with a 400mhz PII the sb sound was terrible... didn't bother to test more since I could not really trust the result with such a speedy machine

LogicDeLuxe
06-09-2013, 06:47 AM
slot1 test was a failure... I found no way to disable L1 or L2 caches on my 440BX moboCache can be disabled in software. Try this: http://www.gratissaugen.de/files/cache.zip
It has to be executed in DOS. It is not Windows compatible (although Windows can be slowed down by just executing it before loading Windows).

keropi
06-09-2013, 08:53 AM
yeah, I've been testing on pure DOS... all the cache enable/disable utils I tried just locked the machine (a 440BX based) , will try the ones you linked and report back

Huz
06-09-2013, 05:29 PM
This thread should have special WWWBoard styling applied to it to enhance the late-90s feel. IRQs! SoundBlaster 16! DOS! Amazing stuff.

keropi
06-16-2013, 08:03 AM
I don't think anything can be done to fix the problems in real dos machines, the original engine is problematic even unaltered... I gave up at this point :/ , don't have anything else to test...

p1r473
10-31-2013, 02:54 AM
1. I tried the ultimate talkie version of MI1 in scummvm with the ogg and flac installer, and got a slight crackling throughout the audio. Has anyone else experienced this? I cant tell if its a part of the music.. Its especially noticable talking to the blind guy at the begining of MI1, during the music.
2. Also with MI1 what do I need to do to get rid of the ripping reminder? I made a 0bit file called track1 and I tried naming it also track1.midi, and put it in all
MI1_Ultimate_Talkie_Edition\cd_music_ogg
MI1_Ultimate_Talkie_Edition\se_music_ogg
MI1_Ultimate_Talkie_Edition
folders but none of those worked
3. I also cant seem to find the fan_patched file for MI2 anywhere. Where do I get it and how do I use it?
Thanks!

DAFFYDAFFY1
01-29-2014, 02:18 PM
Ah, righto - my mistake. Should have realised there'd be a limit on effects of that sort.

Anyway, have just finished Part II and have a mammoth list of bugs and dialogue changes ready for you. That's probably the largest part of the game out of the way now. I might see if I can do Parts III and IV all at once when I next get the chance to play, since they're both pretty small and self-contained.

Dialogue Changes:
Talking to DeWaat on Booty:
What? They doin' a treasure hunt again this year? = What? They're doin' a treasure hunt again this year?

Looking at the Spit Plaque:
It's a plaque with an old-looking gob of something on it. = It's a plaque with an odd-looking gob of something on it.

Talking to Elaine:
You know, I do have work to do. = You know, I have work to do.
Go tell it to your mamma. = Go tell it to your mother.

Talking to the Fisherman on Phatt:
I think you're just trying to get your hands on my pole. = I think you're just trying to get your hands on my fishing pole.
I'll give you my prize-winning pole. = I'll give you my prize-winning fishing pole.
Think I'll just drop a line right here. = Think I'll drop a line right here.

Looking at the mirror at Rum Rogers':
That's a nice looking beard. = That is a nice looking beard. (Unless the SE subtitle for this replacement line really says "That's" rather than "That is", in which case just leave it as is - I haven't had a chance to check this, so thought I'd mention it regardless).

Delivery Men in Scabb Island Swamp:
Hey, Rich. I could use a hand with this one. = Hey, Rich. I sure could use a hand with this one.

In LeChuck's Fortress (cutscene):
You will regret a lot more if he finds another. = You will regret it a lot more if he finds another.

On Captain Kate's Ship:
This ship is so small, the rats leaving it are humpbacked. = This ship is so small, the rats are leaving it humpbacked.

Typos:
-Talking to DeWaat on Booty, the line Well, if it's a party your looking for... has a typo; your should be you're in this context.
-At Stan's, I'm pretty sure the line Making plot reservations now insures you a space at our popular Scabb Island Internment Park™... has a typo - the context of the line suggests that insures is actually intended to be ensures, as in "guarantees". Not sure about this one, though.
-During the bone dance, rib bone is consistently mis-spelt as rip bone in all of the lines sung by the skeletons. This doesn't affect any of Guybrush's lines or the lyrics written on the paper as far as I could see.

Bugs:
Booty Island:
-In the Antique Shop, if you talk to the parrot while the antique dealer is talking, after finishing its line the parrot doesn't stop its' talking animation. Instead, the animation will continue until the dealer finishes his remaining lines of dialogue.
-At Stan's, Guybrush still points the wrong way if facing the coffin and selecting the dialogue option How much is that coffin?. Adding the same check to see which way he's facing that you added to the Could you show me that coffin again? dialogue option should fix this.
-Sometimes, when Stan is in the coffin, if you open the coffin just as Stan's line is ending, even though the coffin is open his next line will be said in the "coffin closed" muffled voice and his talking animation will not play. Sometimes this also affects it the other way - if you close the coffin sometimes he will speak his next line in the "out of the coffin" voice. This seems harder to do than the other way around, though.
-At the Spitting Contest, there's an art goof - the banner on the far right reads "Pirate's Spit Contest!" rather than "Pirates' Spit Contest" as it should. Originally all the banners were incorrect, but this was fixed sometime between the demo and the full game; however, this banner was apparently missed when they fixed the other two.
-At Governor Marley's Party, when the skeleton guest says It's alright., the audio says Yep. instead. This seems like it's probably using the wrong audio file, rather than being a dialogue change, as the same Yep. is also correctly used elsewhere.
-Also at the party, the Pig-mask guest on the far right seems to have the audio files for his (cheap sexual innuendo) and (mindless retort) lines the wrong way around - currently his (cheap sexual innuendo) is a reply to the clown's (cheap sexual innuendo), while his (mindless retort) is him telling his own tale of innuendo.

Phatt Island:
-In the Jail, When offering the bone to Walt, Guybrush's whistle sounds occur at the same time as his dialogue lines Here, doggie doggie. and Here boy! It would be impossible for him to whistle to the dog and speak at the same time. Is it possible to make each whistle happen just before each of his lines instead?
-Also in the Jail, When talking to Captain Kate, Guybrush's line, I can explain, I--, gets cut off earlier than it should.
-At the top of the waterfall, when I used the monkey on the pump, the waterfall sound cut out after Guybrush had taken the monkey out of his pocket but before he'd actually used it to turn off the pump. Not sure what caused this.

Scabb Island:
-At the Voodoo Shack, the bug I mentioned before where the Voodoo Lady has two heads when taking Rapp Scallion's ashes from you still occurs. It looks like her head from her sitting/talking animation stays in place while her body plays the animation for taking the ashes, resulting in her briefly having two heads.
-On the close-up of Rapp Scallion's coffin, this bug occurred. Rapp Scallion's map piece was the third I got. Guybrush's line, That makes three map pieces - only one to go! occurred at the same time as Rapp's disappearing animation. Although the audio for the line played, no text was displayed despite being in Speech and Subtitles mode. Is this Rapp's animation interfering with the line? If so, is it possible to delay the appropriate
That's the (X)th map piece line until after Rapp is done disappearing?


One last question - I didn't include this in the bugs list as it would involve heavy modification of a background, and I wasn't sure if it was appropriate for this project, but: are there any plans to fix the lack of any floor outside the Woodcutter's door in Woodtick, or will this be left as-is to preserve the original background art as-is?

Anyway, hope that's not too mammoth of a list for you! = ) I've tried to be incredibly thorough on this playthrough to maxmise the amount of bugs I'm catching, so I'm afraid it's quite a large info-dump at once. Will let you know as soon as I have anything more, k? Until then, keep up the good work! = D

SORRY,IF THIS IS OLD NEWS,BUT I THINK THE LINE:
They doin' a treasure hunt again this year?
should be left the way it is.
I'm from london uk and the way it's said ,sounds correct.
Imagine saying it as a cockney londoner or a cornish pirate.
That is how they would say it.
I don't think this is a mistake or mispronunciation.