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Playing Monkey Island SE on ScummVM!
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j



Joined: 16 Jul 2009
Posts: 2
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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Post Tue Aug 11, 2009 3:51 pm 
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tburke



Joined: 23 Sep 2007
Posts: 13
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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Post Wed Nov 18, 2009 6:09 pm 
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marzipan



Joined: 25 Nov 2005
Posts: 301
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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Post 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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Post 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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Post Fri Nov 20, 2009 12:09 pm 
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marzipan



Joined: 25 Nov 2005
Posts: 301
 

@billwashere: Thanks for that, though as it turns out the batch can be located here now:

http://hulauncher.jrpweb.nl/files/miseAudioProcessing.cmd

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Post Fri Nov 20, 2009 1:08 pm 
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marzipan



Joined: 25 Nov 2005
Posts: 301
 

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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Post Fri Nov 20, 2009 1:10 pm 
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ILikeThoseOldGames



Joined: 30 Aug 2010
Posts: 22
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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Post Sun Oct 03, 2010 4:48 pm 
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clone2727
Retired


Joined: 09 Jun 2006
Posts: 1592
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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Post Sun Oct 03, 2010 5:49 pm 
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ILikeThoseOldGames



Joined: 30 Aug 2010
Posts: 22
Location: Germany
 

quote:
Originally posted by clone2727
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.


Thanks! I installed version 0.6.4. and now it works Smile.
(it was really a good idea to check the version and compare it with the changelog - it could have been my idea Wink...)
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Post Sun Oct 03, 2010 7:00 pm 
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surdules



Joined: 10 Nov 2010
Posts: 16
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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Post Fri Nov 12, 2010 6:09 pm 
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XDelusion



Joined: 08 Feb 2011
Posts: 11
 

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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Post Tue Feb 08, 2011 8:46 am 
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Graxer



Joined: 13 Sep 2008
Posts: 383
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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Post Tue Feb 08, 2011 10:24 am 
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XDelusion



Joined: 08 Feb 2011
Posts: 11
 

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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Post Tue Feb 08, 2011 11:13 am 
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beautyinthorns



Joined: 12 Jan 2015
Posts: 1
Location: Seattle, WA
The xWMAEncode link doesn't work. 

Where else can I get this? I don't know where else to get it...

(in reference to: http://www.enbclan.com/download.php?f=/cod5/xWMAEncode.zip )

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Post Mon Jan 12, 2015 9:41 pm 
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