Combining samples is an option with slightly off subtitle sync, right. Maybe tweaking those could solve this issue. I don't think scummspeaks generates any meaningful data for them. LogicDeLuxe: I tried your method (inserting the extra speech) but with the Cobb dialogue I tried, the two sections end up overlapping, because the subtitles move on before Cobb is done with the first bit.I don't know anything about the lip sync entries. Thinking of this, would it be possible to replace CD audio with the MIDI tracks of the floppy version? That would make a true DOS talkie CD possible. The native DOS interpreter plays CD audio and can't load voice samples at the same time. EDIT: I for one am really happy that this project covers the dos version of the game.However, it would be ScummVM only. If your tool could also just build the monster.so3/sog/sof by itself, we don't need scummspeaks for this. Though, unfortunately scummspeaks doesn't handle any extra voice samples within the line. Just insert them like this: Original scummtr output:Re-elect Governor Marley.\xFF\x03"When there's only one candidate, there's only one choice." Changed to a talkie version:\xFF\x0A\x01\x00\xFF\x0A\x00\x00\xFF\x0A\x 0a\x00\xFF\x0A\x00\x00Re-elect Governor Marley.\xFF\x03\xFF\x0A\x02\x00\xFF\x0A\x00\x00\xF F\x0A\x0a\x00\xFF\x0A\x00\x00"When there's only one candidate, there's only one choice."Works fine with scummtr. I've tried pasting the audio files together in Audacity but ScummSpeaks won't let me use the file.That's easy to solve. ScummSpeaks only seems to allow one audio file per line of text. "Yikes! / Don't sneak up on me like that!" or "Ah.yessir. Some lines of speech are broken down into two or three audio files (eg. The patch converts both soundtracks ready to be used with ScummVM. Q: Do you have any other features planned (like including SE music, "fixing" the VGA version, etc.)? A: The current patch fixes quite a lot of bugs, some which were introduced with the enhanced CD, and even some present in every version of the game available. However, the patched game adds support for MT-32 and General MIDI. Q: Since it's for the DOS CD version, will it actually run in DOS? A: It does, except that CD audio is not supported, which is a limitation of native SCUMM V5. The bugs in the Special Edition Classic Mode come from the new interpreter, not the actual data files. Q: If I use the CD version game files embedded in the Special Edition, will the SE bugs be present? A: No. There is a complete copy of the required game data files and CD audio track inside the SE files, which can be easily extracted. Q: Will this work for people who don't have the DOS CD version? A: Yes. For legal reasons we cannot distribute the voice files (or any other game files). You will need the Special Edition game in order to access the voice files. Q: Will this work for people who don't have the Special Edition? A: No. If there's enough demand, we could possibly put together a version with him included though. For that reason, I don't intend to include the narration. More importantly, it's totally unnecessary. Q: Are you including the narrator's lines? A: I, and I'm sure many other fans, felt that the narrator in the SE is too goofy and over-the-top. We are not simply making the voices work in the Classsic mode of the SE. 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 CD version of the game, like a classic talkie release (like DotT, Fate, etc.). Earlier discussion can be found in the Hack Ideas thread ( ), and a similar Monkey Island 2 Talkie thread is here ( ). The Secret of Monkey Island: CD Talkie Version (SoMI Classic with Special Edition Voices) Download Here! ( ) This thread was dedicated to inserting the SoMI Special Edition voicework into the original CD version of the game, creating the "Talkie" version that never was.
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