| Playing Monkey Island SE on ScummVM! |
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j
Joined: 16 Jul 2009
Posts: 2
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Re: Playing Monkey Island SE on ScummVM!
To responde more on the technical side:
quote: Originally posted by billwashere 2) Audio is in XWB (Xbox Wave Bank) files. These are a closed source format and there are no open source codecs so there will be no sound. A way around this would to re-encode them and upload them as ogg/flac/what ever files. This could cause legal actions
It wouldn't be a big problem to write a tool that calls xWMAEncode to prepare the audio files. Only restriction is obviously the need of a Windows runtime environment (i.e. native or via wine). There is no need to distribute the re-encoded audio files.
quote: Originally posted by billwashere 3) As mention by bobdevis. The pixel shader effects.
The use of pixel shaders is really rare. Most effects could easily be reimplemented using the CPU. The game itself would most certainly still be playable without any special shaders.
quote: Originally posted by billwashere 4) Different file types http://www.lucasforums.com/showthread.php?s=&threadid=199164
This is the only concern. I started some investigations on the "xml" files. It's really not that complicated:
http://www.lucasforums.com/showthread.php?t=199716
Most other pieces can be found in the other thread.
I guess the only problem might be some hard coded stuff in the new engine.
The other things like using the new costumes/rooms do not sound *that* hard to implement into ScummVM. Of course someone would need to do it.
It should also be made clear, if there are any objections to add support for it to ScummVM in general.
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Tue Aug 11, 2009 3:51 pm |
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tburke
Joined: 23 Sep 2007
Posts: 13
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Re: Playing Monkey Island SE on ScummVM!
quote: Originally posted by billwashere Can anyone figure out the track list. I do not own the cd version so i can not verify the track list without playing monkey island on ScummVM, then on Monkey Island SE
Bill
From the looks of it, you just need to decrement the track number by one (to adjust for the data track).
I just finished ripping the Special Edition soundtrack to play in ScummVM, and that was the basic approach. Only two exceptions: tracks 18b and 18c had to be stitched together, and the ambient tracks (beach, night, and jungle) had to be taken from Ambience.xwb. Two tracks were still missing when I was done (10 and 20), but apparently those aren't used in the game? Track 20 - "Cue 2" - was even mentioned in an interview (towards the end); track 10 - a medium-lengthed "LeChuck's Theme" - I only found reference to in a forum post, but it seems likely enough given that it wasn't included.
I didn't bother to extract MusicOriginal.xwb, but I did at least list the files, and I seem to remember it looked like the same decrementing-tracks procedure would work, with the added bonus of already having the ambient tracks and the two apparently unsused tracks (ie, there was no track 1, and the tracks go up to 25). I could be mistaken, though.
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Wed Nov 18, 2009 6:09 pm |
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marzipan
Joined: 25 Nov 2005
Posts: 293
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Re: Playing Monkey Island SE on ScummVM!
quote: Originally posted by billwashere EDIT: (WINDOWS ONLY )There is a bat file that will automatically extract and convert the files for you if you have the programs in the folder. http://hulauncher.x10hosting.com/files/miseAudioProcessing.cmd
Looks as if the server carrying this is kaput.
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Thu Nov 19, 2009 11:20 pm |
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billwashere
Joined: 14 Feb 2009
Posts: 63
Location: Australia |
quote: Originally posted by marzipan Looks as if the server carrying this is kaput.
Here is the contents of that bat file.
code:
::
:: Batch file made by:
:: Jeroen_JRP - 2009
::
@echo off
if NOT EXIST unxwb.exe goto MissingUnxwb
if NOT EXIST xWMAEncode.exe goto MissingEncode
if NOT EXIST *.xwb goto NoXWB
echo :::::::PLEASE WAIT - CONVERTING TO .WAV:::::::
for /r . %%i IN (*.xwb) do ( echo Processing %%~ni...
cd %%~ni\Original
for /r . %%i IN (*.xwm) do ..\..\xWMAEncode %%i ..\Converted_WAV\%%~ni.wav
cd..\..
)
echo.
echo :::::::::::::::::::::::::::::::::::::::
echo :::::::::::::::: DONE! ::::::::::::::::
echo :::::::::::::::::::::::::::::::::::::::
pause
exit
:MissingUnxwb
echo.
echo --------------------------------------------------
echo -- unxwb.exe is not found in this directory. --
echo -- This file is needed to extract the xwb files --
echo --------------------------------------------------
echo.
pause
exit
:MissingEncode
echo.
echo ----------------------------------------------------
echo -- xWMAEncode.exe is not found in this directory. --
echo -- This file is needed to convert the xwm files --
echo ----------------------------------------------------
echo.
pause
exit
:NoXWB
echo.
echo -----------------------------------------------------------
echo -- There are no .xwb files to extract in this directory. --
echo -----------------------------------------------------------
echo.
pause
exit
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Fri Nov 20, 2009 11:06 am |
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WNivek

Joined: 31 Oct 2005
Posts: 58
Location: NJ, USA |
Correct me if I'm wrong, but the structure of the FOR statements in that code looks a bit off... To my eye, it seems to either echo that it's processing all the files before it even starts on the first, or it redundantly converts each file multiple times based on the number of files in the directory.
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Fri Nov 20, 2009 12:09 pm |
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marzipan
Joined: 25 Nov 2005
Posts: 293
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Oh, thought I'd mention also that FFmpeg is capable of decoding the .caf audio files from the iPhone version now. And it helped me work out the format of these particular tracks as well:
QuickTime IMA ADPCM, 44100Hz, mono, 187kb/s, wrapped in Core Audio Format container.
(If anyone's interested.)
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Fri Nov 20, 2009 1:10 pm |
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ILikeThoseOldGames
Joined: 30 Aug 2010
Posts: 19
Location: Germany |
quote: Originally posted by marzipan Oh, thought I'd mention also that FFmpeg is capable of decoding the .caf audio files from the iPhone version now. And it helped me work out the format of these particular tracks as well:
QuickTime IMA ADPCM, 44100Hz, mono, 187kb/s, wrapped in Core Audio Format container.
How did you tell FFmpeg to do this? I tried
quote: ffmpeg -i <audio_file>.caf <audio_file>.wav
(where <audio_file> stands for an audio file of the game, e.g. classictrack2.caf) and I get the following error message:
quote: <audio_file>.caf: Unknown format.
I am using FFmpeg 0.5.1 on a Ubuntu Linux. I already tried to convert the caf files with sox (Error message: Supported file format but unsupported encoding) or that switch programm (which also can't open the files).
I would like to convert the caf files from the iPhone version (I don't have the PC version from Steam and don't plan to buy it because I already bought the iPhone version) and try to use the patch from http://forums.scummvm.org/viewtopic.php?t=9161 to get a talkie version of Monkey Island for ScummVM.
Last edited by ILikeThoseOldGames on Sun Oct 03, 2010 7:11 pm; edited 1 time in total
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Sun Oct 03, 2010 4:48 pm |
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clone2727
ScummVM Team Member

Joined: 09 Jun 2006
Posts: 1414
Location: NJ, USA |
quote: Originally posted by ILikeThoseOldGames I am using FFmpeg 0.5.1 on a Ubuntu Linux. I already tried to convert the caf files with sox (Error message: Supported file format but unsupported encoding) or that switch programm (which also can't open the files).
Considering the changelog says the Core Audio format wasn't added until 0.6.0, you probably can't convert it with 0.5.1.
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Sun Oct 03, 2010 5:49 pm |
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surdules

Joined: 10 Nov 2010
Posts: 16
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Re: Playing Monkey Island SE on ScummVM!
quote: Originally posted by tburke quote: Originally posted by billwashere Can anyone figure out the track list. I do not own the cd version so i can not verify the track list without playing monkey island on ScummVM, then on Monkey Island SE
I didn't bother to extract MusicOriginal.xwb, but I did at least list the files, and I seem to remember it looked like the same decrementing-tracks procedure would work, with the added bonus of already having the ambient tracks and the two apparently unsused tracks (ie, there was no track 1, and the tracks go up to 25). I could be mistaken, though.
Confirming that, for MusicOriginal.xwb, all you need to do is decrement the track numbers by one, and everything works well.
Razvan.
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Fri Nov 12, 2010 6:09 pm |
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XDelusion
Joined: 08 Feb 2011
Posts: 7
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So, do I rename:
track7 to track6
track18 to track17
track23 to track22
and vice versa?
Also should I do this renaming after I have renamed 2 to 1 and so on and so forth down through the list?
Lastly, I presume this will not retain the talkie element of the Special Edition?
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Tue Feb 08, 2011 8:46 am |
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Graxer

Joined: 13 Sep 2008
Posts: 371
Location: Scotland |
quote: Originally posted by XDelusion So, do I rename:
track7 to track6
track18 to track17
track23 to track22
and vice versa?
Also should I do this renaming after I have renamed 2 to 1 and so on and so forth down through the list?
Lastly, I presume this will not retain the talkie element of the Special Edition?
If you want everything automatically done for you and to retain the talkie element I suggest you take a look at this thread:
http://forums.scummvm.org/viewtopic.php?t=9161
Although, this will only work if you are using Windows.
It will also allow you to use the new music if you wish!
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Tue Feb 08, 2011 10:24 am |
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XDelusion
Joined: 08 Feb 2011
Posts: 7
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Thank you!
Looks like the alterations for this to fully work have not been added into the official source tree yet, which is bad news for us MorphOS users, unless I could talk the guy who keeps the MorphOS version up to date into tweaking his code.
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Tue Feb 08, 2011 11:13 am |
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