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07-16-2009, 01:31 PM
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#41
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Join Date: Feb 2002
Location: The pit
Posts: 137
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Quote:
Originally Posted by bgbennyboy
@Tomas - good to see you again! Everyones coming out of the woodwork recently 
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Do you really think so?

Long Live Akatosh
And All The Divines
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07-16-2009, 01:39 PM
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#42
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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Heh, good to see you too Ben 
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07-16-2009, 06:59 PM
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#44
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Rookie
Join Date: Jul 2009
Posts: 58
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Quote:
Originally Posted by Kev63
Serge, do you intend to release your tool to unpack Monkey1.pak ? It would be useful for foreigners like me, as I'm french I could put the Monkey1.000 and Monkey1.001 files from the original french version. Thanks  ...
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It seems to suffice to put the files to classic\en\Monkey1.000 and classic\en\Monkey1.001 - relative to your "Secret Of Monkey Island SE" folder.
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07-16-2009, 07:25 PM
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#45
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Junior Member
Join Date: Feb 2004
Posts: 259
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I have determined that the problem with the .wma is indeed a missing header. I shall ask elsewhere about it.
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07-16-2009, 07:28 PM
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#46
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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@jott: Had a look at your source - we're very much in agreement  Not sure about the constant 0 DWORD in the dir entries, but (potential) compression type might be right, since that's what I remember it used for in (I think) VIMA compression for either CMI or GF.
I'm looking into the 0x28 table right now...
I guess you did so already, but you might want to swap width and height when reading from the .dxt file, since height is stored first (FourCC - Height - Width).
Blabbering here - just got confused (for the 29th time in the past 3-4 years) by DDS_HEADER storing height first :P
Last edited by Serge; 07-16-2009 at 07:39 PM.
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07-16-2009, 08:16 PM
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#47
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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So, releasing Remonkeyed Explorer (as described at the start of the topic) now...
It only allows to dump files from monkey1.pak as-is, as well as convert .dxt to .dds. In other words, it does nothing that jott's tool doesn't do already. Except for having a pseudo-fancy GUI
Specs for the monkey1.pak file as they're currently known are included.
There's no installer - just run the file. Application requires .NET Framework 3.5 SP1, though - Client Profile will do, and if MS get their way, you'll need it anyway for other stuff, if you don't have it already
The installer for the "small" version (280KB web installer which will then download the framework which is approximately 28MB - if it isn't installed already) - AKA "Client Profile" can be found here:
http://go.microsoft.com/fwlink/?LinkId=123879
Not expecting to support this app much. It was done quickly, in order to get something out, and lots of code was simply copied from "that other project". Which means I can't be bothered maintaining that code in two places
http://highland.mixnmojo.com/other/R...d_1.0.0.54.zip
Also, hi Benjamin and Tomas 
Last edited by Serge; 07-16-2009 at 09:55 PM.
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07-16-2009, 08:29 PM
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#48
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Rookie
Join Date: Sep 2005
Posts: 72
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Quote:
Originally Posted by Serge
Nah, I think (as I did before the game came out) that it's always the original game running, and the new art is "projected onto it".
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That's what I'm saying. It's synced to the original game. To do that, the original game has to be running underneath.
Last edited by cocomonk22; 04-03-2010 at 11:18 PM.
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07-16-2009, 08:47 PM
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#49
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Quote:
Originally Posted by cocomonk22
That's what I'm saying. It's synced to the original game. To do that, the original game has to be running underneath.
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Misunderstood you then, but in that case, nothing codewise keeps it from running the original game with the sound effects, and turning the art projection off.
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07-16-2009, 09:11 PM
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#50
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,070
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Quote:
Originally Posted by Serge
So, releasing Remonkeyed Explorer (as described at the start of the topic) now...
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When opening the PAK-file with it, I get the following error:
Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.TypeInitializationException: The type initializer for 'RemonkeyedExplorer.FileFormats.FileFormatManager' threw an exception. ---> System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. Das System kann die angegebene Datei nicht finden.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at RemonkeyedExplorer.FileFormats.FileFormatManager.PopulateFileTypes()
at RemonkeyedExplorer.FileFormats.FileFormatManager..ctor()
at RemonkeyedExplorer.FileFormats.FileFormatManager..cctor()
WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
--- End of inner exception stack trace ---
at RemonkeyedExplorer.frmMain.OpenFile(String path)
at RemonkeyedExplorer.frmMain.itemFileOpen_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
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07-16-2009, 09:26 PM
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#51
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Lurker
Join Date: Jul 2009
Posts: 3
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hey guys...
just found this forum trough google...
could somebody tell me (and the user people who don't get it either) how to extract the new music? i understand that they are packt in xwb but i couldn't find a tool to extract the music properly... with EkszBox-ABX i only get an error and with the XWB_Extractor_11 there are too many filese to uncheck or am i wrong? please help somebody... pretty please?
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07-16-2009, 09:28 PM
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#52
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Quote:
Originally Posted by Laserschwert
When opening the PAK-file with it, I get the following error:
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Looks like you don't have .NET Framework 3.5 (SP1) installed? Actually thought .NET would be more graceful about it - it used to be :P
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07-16-2009, 09:30 PM
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#53
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Quote:
Originally Posted by rumperdumper
hey guys...
just found this forum trough google...
could somebody tell me (and the user people who don't get it either) how to extract the new music? i understand that they are packt in xwb but i couldn't find a tool to extract the music properly... with EkszBox-ABX i only get an error and with the XWB_Extractor_11 there are too many filese to uncheck or am i wrong? please help somebody... pretty please?
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Music and other audio is being worked on (by BG, me, and others) 
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07-16-2009, 09:44 PM
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#54
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,070
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Quote:
Originally Posted by Serge
Looks like you don't have .NET Framework 3.5 (SP1) installed? Actually thought .NET would be more graceful about it - it used to be :P
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Yeah, it was just that, it works now. I thought it wouldn't even start without .NET, so since it DID start, I assumed I had it installed.
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07-16-2009, 09:48 PM
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#55
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Yeah, you probably have .NET 2.0 or higher installed already (if you're on Vista, you have 3.0), which will allow the program to run, but as soon as it needs 3.5 libraries, it'll crash.
Annoyingly, there's no really fool proof way of checking it at start up (which I actually assumed it already did). Might just wrap an installer around it sometime. No time at the moment, though (which will bite me in the ass when everyone starts asking why it crashes ;-))
Edited "release post" to add link to the .NET Framework 3.5 SP 1 Client Profile...
Last edited by Serge; 07-16-2009 at 09:55 PM.
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07-16-2009, 09:57 PM
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#56
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Join Date: Mar 2002
Location: Cologne, Germany
Posts: 1,070
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Any chance for a little tutorial on how to use an edited image file in the game?
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07-16-2009, 10:05 PM
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#57
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Well, jott has already written on it.
If you:
- choose "DDS" for DXT output in the dropdown
- pick the game folder with the MONKEY1.PAK file in it as Destination Folder
- and save the file with "Include original subfolder" checked
... it will store the file in the same subfolder that the game expects to find it in - but in dds format, which a lot of graphics apps and image converters can open (there's a plugin for e.g. PhotoShop, I believe).
Then, after you've edited the DDS, it needs to be converted back to DXT format - jott posted a tool for that above - and should stay in the same folder, with the same name (but with .dxt extension).
Then the game should prefer that file to the one stored in the .pak.
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07-16-2009, 10:13 PM
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#58
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Lurker
Join Date: Jul 2009
Posts: 3
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Quote:
Originally Posted by Serge
Music and other audio is being worked on (by BG, me, and others) 
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didn't expect such a fast reply ^^
can't wait to hear the music nonstop ;-)
thanks
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07-16-2009, 10:41 PM
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#59
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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I'm interested in the DDS->DXT tool too. dunno how to compile the raw c code :-)
I managed to get a "texture not found" message instead of the main menu title gfx. Cause I just put a "DXT5" instead of "DDS" in the file's header.
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07-16-2009, 11:11 PM
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#60
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Rookie
Join Date: Jul 2009
Posts: 58
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Here are my tools compiled for Windows. I suppose all Linux folks know what to do anyway  .
http://helicoid.de/scumm/extractpak.zip
http://helicoid.de/scumm/dds2dxt.zip
Well maybe I'll polish the dds2dxt later (edit: done). It's really basic at the moment but should work.
The extractpak.exe must be started in the same folder as Monkey1.pak.
Keep in mind that it will create 2GB of files as all the dxt are stored as dds AND dxt.
Now let the modding begin....
Last edited by jott; 07-17-2009 at 11:49 AM.
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07-16-2009, 11:21 PM
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#61
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Rookie
Join Date: Jul 2009
Posts: 58
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As for a tutorial on how to modify an image:
1) Extract the resources with folder (either all with my extractpak.exe or some specific files with Serges tool) in your game folder.
2) Find the dds you want to modify and load it in your favorite image editor that supports dds. (XnView can convert dds, there is a plugin for Photoshop and you could also use the DirectX Texture Tool from the DX SDK, etc..)
3) Convert the dds back to dxt with "dds2dxt.exe xxx.dds xxx.dxt" - remember to put/leave the dxt in the original path.
4) Launch the game and test it.
5) Play barber and go to 2) 
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07-16-2009, 11:42 PM
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#62
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Ah, what the heck... BG wanted to do one, jott already did one, and I already did one. So might as well release it - this one with source, and pretty much public domain (since it was done in 20 minutes - except for the FileReader/FileWriter which are work in progress for SR6 - note, they aren't meant to be efficient, they're just meant to work  ).
It will only work with DirectX 9 format dds files (same format as jott's tool and Remonkeyed - and most others - save).
Simply add dds files by clicking Add files... Then click Convert. It will place the dxt files in the same folder as the dds files. Warning: It will also overwrite already existing dxt files without prompting.
http://highland.mixnmojo.com/other/DDStoDXT.zip
For execution, you simply need the .exe (and the usual pesky .NET framework)
ETA: Should check again before I post. Didn't see jott's post, which would have saved me some trouble. Oh well, the more alternatives the better, I guess 
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07-16-2009, 11:49 PM
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#63
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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... and now I'll leave the SCUMM hacking community alone for a few weeks. Looking forward to hearing music and seeing CMI Guybrush in SOMI when I get back
Have fun 
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07-17-2009, 12:38 AM
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#64
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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Muhaha thank you! Let the modding commence. I still haven't decided if I want to try to seriously pimp the game or just play as Purple tentacle.
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07-17-2009, 02:15 AM
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#65
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Lurker
Join Date: Jul 2009
Posts: 4
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Would be awesome if someone could figure out the .xml and .csv files
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07-17-2009, 06:47 AM
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#66
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Join Date: Feb 2002
Location: The pit
Posts: 137
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Quote:
Originally Posted by Serge
I'm looking into the 0x28 table right now...
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That table is an array of CRC32s for all the filenames, but instead of taking the filename bytes as-is, it masks it with 0xDF before processing them.
Edit: The XML files are also based on this, some strings are not in the XMLs themselves but only their CRC32, which is calculated in the exe.
Long Live Akatosh
And All The Divines
Last edited by john_doe; 07-17-2009 at 06:55 AM.
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07-17-2009, 06:55 AM
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#67
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SCUMMLord
Join Date: Mar 2002
Location: Denmark
Posts: 196
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Quote:
Originally Posted by john_doe
That table is an array of CRC32s for all the filenames, but instead of taking the filename bytes as-is, it masks it with 0xDF before processing them.
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And then the files are ordered by that CRC - figured search index or hash table - but it stumped me for some reason, because the table was numerically sorted :-P
Thanks, Ben :-) I'd just given up on it, since it wasn't needed to unpack.
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07-17-2009, 08:16 AM
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#68
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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Did anyone find out what the tweaks.txt is there for?
Seems like it reads some sort of config parameters but I haven't had success in changing anything
tweaks.txt:
UI.Show Inventory Verb,1
UI.Slide Animation,1
UI.Fade Out Pointer,1
UI.Cursor.Speed,2.500000
Input.AutoRepeatDelayMS,500
SCUMM.Selected Costume,27
EJ.Sticky feet,0.200000
Input.InitialRepeatDelayMS,150
UI.Verb Fade Amount,0.400000
SCUMM.Preview Costume,1
SCUMM.Jump to room,28
SCUMM.Load game,0
UI.Verb Disc,0
UI.Hint.HoldTime,1.000000
SCUMM.Save game,1
EJ.Smoothification mode,1
UI.Overlay Verbs,1
SCUMM.Draw Costume Info,0
UI.Cursor.Power,1.600000
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07-17-2009, 08:59 AM
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#69
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Rookie
Join Date: Feb 2009
Posts: 67
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So if we wanted to fix some of the messed up spots in the background images, would it be legal to redistribute those files as a mod?
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07-17-2009, 09:41 AM
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#70
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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Legal, shmegal. I will make it legal.
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07-17-2009, 09:53 AM
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#71
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Rookie
Join Date: Sep 2008
Posts: 14
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Have anyone tried to edit files with in-game text (uiText.info, speech.info)? When I tried, dubbing disappeared, and subtitles weren't changed anyway. Maybe game is also reading text from files from old version?
Last edited by ronzbig1; 07-17-2009 at 11:07 AM.
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07-17-2009, 10:28 AM
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#72
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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Ah, it is possible to convert the graphics into Curse of Monkey Island style graphics. Oh joy!
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07-17-2009, 10:40 AM
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#73
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Rookie
Join Date: Jul 2009
Posts: 58
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Ah, interesting thing about the CRC32!
I just improved my dds2dxt a bit so it can be easily integrated in a workflow.
It just expects the dds file as argument and stores the result in a file with the same base name but dxt extension. This way you can either drag&drop a dds on the application or associate dds files with it (or what ever you prefer).
Executable + Source:
http://helicoid.de/scumm/dds2dxt.zip
Maybe we should collect information about the "XML".
I've not looked much into them yet.
My current info for Costumes header:
Code:
Edit: Removed. See later post.
What do you know? Can you confirm/improve my findings?
Edit: I'm quite sure that the second points are actually a path...
Last edited by jott; 07-17-2009 at 06:09 PM.
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07-17-2009, 10:41 AM
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#74
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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Can someone reupload the tools?
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07-17-2009, 11:48 AM
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#75
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Rookie
Join Date: Jul 2009
Posts: 58
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07-17-2009, 11:48 AM
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#76
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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07-17-2009, 12:03 PM
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#77
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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I love how everything is nicely sorted.
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07-17-2009, 12:21 PM
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#78
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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07-17-2009, 12:24 PM
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#79
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Rookie
Join Date: Jun 2009
Location: Deep in the Caribbean
Posts: 215
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there is also a nice (somewhat older) DDS plugin by Nvidia for Photoshop. Works nicely. Just save the images as DXT5 dds and then use the converter from DDS->DXT
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07-17-2009, 12:40 PM
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#80
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Join Date: Dec 2001
Location: Right behind you
Posts: 771
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Quote:
Originally Posted by Guy.brush
there is also a nice (somewhat older) DDS plugin by Nvidia for Photoshop. Works nicely. Just save the images as DXT5 dds and then use the converter from DDS->DXT
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I tried it out. It doesn't seem to support transparency, but if it works for you, use it.
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