News
I guess noone will be reading this, since there's been lots of minor
updates (to fix errors etc.) without any news update, but here goes...
Yes, I, Serge, am back from the dead. If you follow the LEC fan community
in general, you'll know I have been for over half a year. Not working on
SCUMM Revisited, though. For now. SCUMM Revisited 3 was released in an
un-supported pre-alpha over at LucasHacks! - limited functionality, only
a bit of new stuff to be ripped (such as many of the CMI costumes, all
Grim Fandango backgrounds etc.), none of the old stuff works. And it has
bugs.
However, there's new stuff coming up any moment. No new utilities
yet, but a lot of plans for ones - and I have started development of
some of them. They're to be known as The SCUMMBag Family. More about them
at the new forum (I can't be bothered to put a link here, just click the
damn "Forum" button on the right ;). Also, I hope a lot more
will be using the more visible, more accessible, new forum. That's all for
now.
Just felt like fixing the site to work after mixnmojo's server change,
and thus caused the main page to claim it was updated. Anyway, good news
might be coming someday soon, a tiny surprise, but who knows, I might
reconsider. So, while waiting to see what it is, I'll just encourage you
to go check out, test and use/abuse the forum, which is finally up and
working again. Oh, I also made a "minor" fix to the images
article. Seems I was a bit too quick entering
the specs for each codec. It should be fixed now. Thanks to NeverMore! :)
Yes, this will probably be the last update ever from me, and it's not
much of an update... Due to private life taking over most of my time,
I have neither the time nor the desire to keep on making SCUMM Revisited. I
have closed my own web access, which means that I have rarely been online
since March. This also means that I have not answered the (literally, if
bytes could be weighed) tons of mail with questions, requests and
comments that I have had since then. Sorry about that, but there's
nothing I can do about it, really. I've read it all, I can assure you,
but I have no way of replying (in the 60 minutes I'm usually on) to the
50-80 SCUMM Revisited related mails I see each of the rare times that I
log on. I have private mail to respond to too. I hope you'll all forgive
me :) If you won't, I must admit I don't much care ;). Adding
to this, my entire sources for SCUMM Revisited 3 were lost recently in
a harddisk crash (real men don't make backups - and cry when they lose
the data), and thus, no, you'll never get SCUMM Revisited 3. A few
questions to be answered before closing:
Will you never be back?
It is not unlikely that sometime in the not so immediate future,
I might return to doing some of this stuff, but right now, the time is
simply not there.
Can't you release the source?
One of the reasons that I rewrote SCUMM Revisited 2 entirely was that
in spite of my efforts to make the source structured and object oriented,
even I couldn't figure it out when going back to it after a few weeks.
A lot of the findings can be found in the specs section, and it's not
impossible that sometime I'll release some stuff on the audio compression.
As for script decompilation, costume decompression and video decryption,
others (the ones I worked with on this stuff) know as much as I do. I
leave the release of that as an exercise for the involved parts ;). I do
have the sources for 2.0.11 still, but asking me for it will NOT help
it get out. It gets out if I ever decide to release it. If it never does
get out, hey, I figured it out. How hard can it be, huh?
Do you know any LucasArts people? Did LEC kill you? What's the Secret of Monkey Island?(tm)
People have been spreading rumours about me all over the web and on IRC.
You wouldn't believe what's been said. Sometimes I'm Ron Gilbert, other
times I've been killed by assasins paid by LEC. I guess it's mostly my own
fault, because I've always been very secretive about my private life to
everyone but my closest friends. So let's get the facts straight, better now
than never:
I'm a Dane (that means I'm from Denmark), I'm now 22 years old, and my
real name is Jimmi Thøgersen (that should be no secret if you look
around you...). Yes, I do know a few important people who have worked at
LucasArts, and no, I'll never tell you who. I'm still alive, probably now more
than ever. And as for the Secret of Monkey Island. Well, the Secret is
that it's a secret (no, noone at LEC told me that, don't worry :).
A few links for you people who just can't get enough. Matt Shaw told me that
something about SCUMM Revisited is here:
Yes, HERE
... but I haven't checked it out yet, and it may be gone by now.
Anyone who can't get enough of my work, should of course look at the
Other Stuff From My Less Than Sane Mind
part of the links. None of that will probably ever be updated by me
either, but SCRAMM seems to live on :)
So, that's it. It's been a wonderful 1 1/2 year wasted ;) and I have a lot
of people to thank, but most of them are already thanked on the... Thanks
page... So, I'll skip that. The forum may live on, but don't expect me to
look at it every day or even every week. And this site may live on as long
as telefragged will let it. If anyone fears that it'll disappear, feel free
to mirror it as closely as possible, as long as it doesn't mean I'll get
any work to do (and as long as you don't claim it's your own ;). I must
say that I was surprised how many people actually found this project
useful. Thanks to everyone.
And all in all... Take care, all of you.
While the experience of seeing that people think the stuff I write isn't
my intellectual property certainly doesn't make me more likely to spend my
time on writing new articles, I've added some info on the 'j' (jump) command
of Grim Fandango developer mode to the Inside
the Engine article.
As mentioned on the forum, I have
developed some debugging patches and .dlls for Grim Fandango and
CMI. These are mainly intended for the technically inclined, and
certainly not for beginners into LEC hacking or computers in general. They
can be found at the bottom of the download
page. Have fun! :)
I'm happy to see that the new board has been so well received. Thanks! Anyway,
added a tiny bit of info to the Inside the Engine!
article, and added some new secrets to
the Fate of Atlantis page.
Sorry about the not-so-accessible forum yesterday. At the 11th hour I decided
to scrap the board I'd chosen in order to use another one - mainly because
there was no way to see if you had already read a message. So, the new board
is now up here. Enjoy! :)
Just added a nice "little" forum
to the page. "Why?", I hear you ask. Well, as the LucasHacks board
seems to go pretty unnoticed by the general SCUMM Revisited crowd, and as
Tomas seems rather busy lately, I figured it was time to add a forum to
this page and see if it'll get us more feedback :). I say "us",
as yet another project I'm working on along with a net friend also has a
forum at... the forum. More on that at... the forum.
Hello again. First of all, I'm sorry about the delay of SCUMM Revisited 3.
Right now, I can't really say when it will be out, but it won't be in February,
that's for sure :) I'm currently quite stuck up with real life and another
program (which may be of interest to you): the SCUMM IDE (Integrated
Development Environment), which creates new bundles to be run using the CMI
engine - new games, cutscene players, you name it. Right now, it's in early
alpha state - we've managed to create a "game" which just displays
the text "Hello World!" on the screen and then exits CMI :) Well,
on to the news on this page.
You may have noticed I've added a button called "Vote" at the left.
All it does is vote for this page at the LucasArts Top 25. Hope it doesn't
annoy you too much, and if you have the time, try clicking it ;). More
importantly, I've added a new article to the articles
section, which deals with some unknown stuff about the CMI and Grim engines -
developer mode, running in a window, etc. Check it out! :)
Oh, and be sure to check the new page for Weevil's
Annotation Assistant!
Yep, yet another redesign, a bit more extensive this time. "Why?"
I hear you ask. Simply because I never was satisfied with the "new"
one. I can assure you I'm satisfied with this one. Hope you like it too ;).
In addition to the immediately obvious stuff, I've fixed some HTML standard
problems to make it all more accessible (including different <TITLE>'s
for each page).
Also added a new section: "Articles",
which for now only holds one article: A complete description of how to
decompress SCUMM images for all VGA games. In addition, I've
permanently removed the SCUMM Format encyclopedia from the online
help file, and moved it to a "Specs"
section. In future help files, it will be removed too, simply because
it allows faster addition of new specs. I've added a few new block
specifications to the specs, by the way. All that, and I've made an
animated GIF button for you people to use when linking, if you want. And
made the download more accessible by adding links to mirrors (although some
of them still don't have the file...) and adding ftp access.
Oh yes, and SCUMM Revisited 3 is doing fine - a bit less progress these
christmas days - but it's doing fine nonetheless. I can still not tell
anything specific about a release date. There's still a lot to get done.
The "early next year" bit may have changed a tiny bit, it may
be a few months into the new year. But it will see the light of day,
someday. And now, a merry christmas to you all, and a happy new year!
Just added a few more links and a
new page: "Thanks", which includes
acknowledgement for all the work people have done to help
the release of SCUMM Revisited. This was always available in
the help file, and will be available on the about box of
SCUMMRev3, but these people need more credit! :)
The page has entered a minor redesign along with the move
to scummrev.mixnmojo.com,
and many of the pages have been updated, including (but not limited
to) the SCUMM Revisited 3 info, the
FAQ etc. A links
page has been added, holding links to more LucasHacking stuff (the
tiny bit "more" there is...), to some of the best Lucas-related
sites, to some other pages of mine, as well as pages with useful info
for other SCUMM hackers - and a few pages, totally unrelated, that
interest me currently. Hope some of it will be of use to you! If you know
of pages that could be of interest to SCUMM hackers and which aren't
listed, be sure to mail me!
Also, if any of you great people outthere who have linked to me would
change the link to the new subdomain, I'd be so freaking happy. Due to
the usual telefragged screwup, I don't have access to the old page,
and thus can't do a redirect just yet...
After a another long wait, I hereby give you a huge treatise
on the reason for this long wait, and why it will take even
longer. Read the spanking new SCUMM
Revisited 3 info.
After a long wait due to a great Summer and lots of real
life stuff to do, SCUMM Revisited v2.0.12 is out! This version
adds some bug fixes (see the history)
and the ability to rip music from the CMI cutscenes!
Finally the CMI theme is ours! :) Read the CMI part of the
Howto on music if you're confused
about how to get to the cutscene music.
Forgot to mention yesterday that we finally found Glottis'
Dog House! Check out the Secrets
area.
Sorry for the lack of updates lately. Summertime is busy time, and
not much has happend since May. Nevertheless, here is version
2.0.11, which adds support for the Sam & Max BOMP images
(which are mainly road graphics for the Highway Surfing, and a
few other things - nothing really exciting :), more support for
the Phantom Menace game, and the very first hint of support
for the Grim Fandango background images - only two so far,
though: The opening splash screen of the bone wagon, and the time
glass used during scene loading etc., some bugfixes and a few new
features to do with palette viewing - check the history.
Other than that, I've been working a bit on decompilation of the GrimE
scripts. This is far from done, though, and thus has been disabled in
this version of the program.
On this site, I've added a small FAQ item
on how to find the voice samples you're looking for. This should be
quite useful for those of you who are in constant search for those
funny lines :). On the secrets issue... Rikard Peterson wrote me
about some samples in Full Throttle. Some of them, I have heard
in the game, but one eludes me... Does Ben ever say that his name
is Ruben, and that he was named after a sandwich? :) It's to be found
around offset 0x0040B744. Anyone heard this in the game?
Version 2.0.10 is out. This release adds support for CMI BOMP
images, which are mostly used for inventory graphics. Also, some bugs
have been fixed. Minor update :) - check the
history. Also, updated the secrets with
some new (and some old) stuff from CMI.
Oh, and I guess now is
the time to reveal to those of you who haven't found out yourselves
(and haven't been told by "leaks") that, yes, there is an
easter egg in SCUMM Revisited and there has been ever since v2.0.0.
Let the hunt begin! :)
Version 2.0.9 is out. This release adds support for playing and
extracting Dig voices (not music yet), adds a few user interface changes -
including the removal of the Save Image button (the menu item when viewing
the image is obviously still there) as noone really complained about my
proposal to remove it due to its inflexibility. A few bug fixes too
- check the history.
Lots and lots of page updates after I finally got actual ftp access to
this site: I've added online help as well as a zipped version of the
help to allow people without HTMLHelp to access the documentation. Also
added a script to make my handling of annotations easier, which means
that I finally added the newest annotations. And version 2.0.8 is out!
Mainly a feature/bug update, rather than adding new stuff to decode.
Check the history.
Version 2.0.7 is out - lots of news, including viewing of GF materials
(for those of you who can read the help file, BE SURE to read
the new "How To..." item on viewing images, or I'll have tons of
mails regarding "wrong colors" on the materials). Read the
history for more info on what's new - GF
materials is not the only important addition ;). I'm still working on a
better way to manage annotations on this page, sorry. Can't do anything about
it until telefragged gives me real ftp access to the site.