[Scummvm-tracker] [ScummVM :: Bugs] #15639: SCUMM: SAM: Strange dialogue line behavior in Bumpusville, German version

ScummVM :: Bugs trac at scummvm.org
Sun Jan 5 15:27:48 UTC 2025


#15639: SCUMM: SAM: Strange dialogue line behavior in Bumpusville, German version
----------------------------+----------------------------
Reporter:  GermanTribun     |       Owner:  dwatteau
    Type:  feature request  |      Status:  pending
Priority:  normal           |   Component:  Engine: SCUMM
 Version:                   |  Resolution:  assigned
Keywords:                   |        Game:  Sam and Max
----------------------------+----------------------------
Changes (by dwatteau):

 * owner:  (none) => dwatteau
 * resolution:   => assigned
 * status:  new => pending

Comment:

 Hi, thank you for reporting this @GermanTribun, and thank you for your
 help exploring the resources, @gabberhead.

 I can confirm that the French release of Sam & Max has the script content
 (minus localization), so it's not a script error.

 `scummtr.exe -g samnmax -ch -of output.txt` shows that the related line is
 this one:

 {{{
 [047:SCRP#0099]\255\010\164\116\255\010\085\001\255\010\010\000\255\010\000\000BUMPUSVILLE
 IST STOLZ, IHNEN DEN MEISTER DER MELODIE ZU PRÄSENTIEREN,\255\003DEN KÖNIG
 DES COUNTRY,\255\003MR. UNTERHALTUNG,\255\003CONROOOOOY BUMPUS!!!
 }}}

 and so, the related `[047:SCRP#0099]` script can be read this way
 (descumm.exe coming from scummvm-tools):

 {{{
 scummrp.exe -t SCRP -g samnmax -od DUMP
 descumm.exe -x -6 .\DUMP\DISK_0001\LECF\LFLF_0047\SCRP_0099 > bumpusville-
 song-script.txt
 }}}

 which gives you the following script line:

 {{{
 (B4) printLine.msg(sound(0x15574A4, 0xA) + "BUMPUSVILLE IST STOLZ, IHNEN
 DEN MEISTER DER MELODIE ZU PR\x8ESENTIEREN," + wait() + "DEN K\x99NIG DES
 COUNTRY," + wait() + "MR. UNTERHALTUNG," + wait() + "CONROOOOOY
 BUMPUS!!!")
 }}}

 there, `sound(0x15574A4)` gives you the offset of that voiced line, in the
 MONSTER.SOU file.

 You can extract this particular line with SCUMM Revisited v2 (from
 <https://quickandeasysoftware.net/software/scumm-revisited>), where you
 can open the MONSTER.SOU file, and scroll the list of audio clips (sorted
 by increasing hexadecimal numbers), and play the "Crea" sample that's as
 close as possible to the `0x15574A4` offset found above.

 In this case, it's the "Crea" sample at `Offset: 22377646 (0x015574AE)` in
 SCUMM Revisited (see the attached screenshot).

 Then, export it to .WAV, and open it in something like Audacity or
 Ocenaudio. And then, indeed, the problem is in the audio resource itself:
 there are about 9.5 sec of silence at the end of that sample.

 That's why the scene is stuck, even though the script is identical to the
 other releases: the script waits for that line to be done, before moving
 on to the next action.

 We can probably fix this in ScummVM through an Enhancement. I'll see what
 I can do...
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/15639#comment:4>
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