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