Digging into the Grim Fandango Remastered files...

Discussions regarding the development of the mod "Grim Fandango Deluxe"

Moderator: ScummVM Team

User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

I thought I'd try and dig a little deeper into the Remastered edition, perhaps someone out there can help?

It appears we have the standard files (for the Original version), with probably a few tweaks/bug fixes:

CREDITS.LAB -- IDENTICAL
DATA000.LAB -- Slightly tweaked -- bug fixes?
DATA001.LAB -- Slightly tweaked -- bug fixes?
DATA002.LAB -- Slightly tweaked -- bug fixes?
DATA003.LAB -- Slightly tweaked -- bug fixes?
DATA004.LAB -- Slightly tweaked -- bug fixes?
MOVIE00.LAB -- Stripped down to only include the original lores vids when no hires version available
MOVIE01.LAB -- Stripped down to only include the original lores vids when no hires version available
MOVIE02.LAB -- Stripped down to only include the original lores vids when no hires version available
MOVIE03.LAB -- Stripped down to only include the original lores vids when no hires version available
MOVIE04.LAB -- Stripped down to only include the original lores vids when no hires version available
VOX0000.LAB -- Much bigger -- foreign SKUs included?
VOX0001.LAB -- Much bigger -- foreign SKUs included?
VOX0002.LAB -- Much bigger -- foreign SKUs included?
VOX0003.LAB -- Much bigger -- foreign SKUs included?
VOX0004.LAB -- Much bigger -- foreign SKUs included?
YEAR0MUS.LAB -- New music inserted into here
YEAR1MUS.LAB -- New music inserted into here
YEAR2MUS.LAB -- New music inserted into here
YEAR3MUS.LAB -- New music inserted into here
YEAR4MUS.LAB -- New music inserted into here

The new LAB files are:

COMMENTARY.LAB -- Self explanatory
IMAGES.LAB -- All new images: Menu items, controls, concept art, etc.
MATERIALS.LAB -- All new textures (I think) in MCB format

I'm trying to dig into the new textures a bit, and take a look at things.

Apparently all the textures are in a new file format, MCB. Does anyone recognize what this is?
User avatar
Mr. Calavera
Posts: 13
Joined: Sat Sep 27, 2014 12:44 am

Re: Digging into the Grim Fandango Remastered files...

Post by Mr. Calavera »

Hopefully the new textures/2D backgrounds are in separated folder, but have a option inside the game to change between the old graphics and remastered graphics, then probably the old textures/ remain inside the game .lab files.
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3560
Joined: Mon Oct 31, 2005 7:39 am

Re: Digging into the Grim Fandango Remastered files...

Post by eriktorbjorn »

JohnnyWalker2001 wrote: VOX0000.LAB -- Much bigger -- no idea why -- higher quality audio?
VOX0001.LAB -- Much bigger -- no idea why -- higher quality audio?
VOX0002.LAB -- Much bigger -- no idea why -- higher quality audio?
VOX0003.LAB -- Much bigger -- no idea why -- higher quality audio?
VOX0004.LAB -- Much bigger -- no idea why -- higher quality audio?
Additional languages, perhaps? I haven't had the chance to try it myself, but I thought I read somewhere that they said they would include all the localizations.
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

Good point. That's probably it.
User avatar
Mr. Calavera
Posts: 13
Joined: Sat Sep 27, 2014 12:44 am

Re: Digging into the Grim Fandango Remastered files...

Post by Mr. Calavera »

JohnnyWalker2001 wrote:I'm trying to dig into the new textures a bit, and take a look at things. Does anyone know anything about MCB?
Try using the GrimEditor to open the lab files and find the texture files, I tested here and it worked (http://forums.residualvm.org/viewtopic.php?f=1&t=656)
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

I'm already far beyond that, Mr Calavera :)

I'm now looking to understand the file format of the new textures.
User avatar
Mr. Calavera
Posts: 13
Joined: Sat Sep 27, 2014 12:44 am

Re: Digging into the Grim Fandango Remastered files...

Post by Mr. Calavera »

JohnnyWalker2001 wrote:I'm already far beyond that, Mr Calavera :)

I'm now looking to understand the file format of the new textures.
Oh... hahaha, sorry man, am stupid :lol:
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

I've made it clearer now... before I was very vague.
User avatar
Longcat
Posts: 1061
Joined: Sat Sep 23, 2006 3:15 pm

Re: Digging into the Grim Fandango Remastered files...

Post by Longcat »

JohnnyWalker2001 wrote:I'm already far beyond that, Mr Calavera :)

I'm now looking to understand the file format of the new textures.
They are DDS texture files.
I ripped them easily with HyperRipper(included in DragonUnpacker).
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

Longcat wrote:They are DDS texture files.
I ripped them easily with HyperRipper(included in DragonUnpacker).
Yes, you're right. They've placed the DDS texture inside a file format they have possibly created called MCB (might well be Manny Calavera Bytes or something like that). No idea why they would take this extra step, but HyperRipper can pull out the DDS file from inside.

It'd be great if we could extract them en masse and then reconvert them back into their MCB wrappers.
kavehth
Posts: 36
Joined: Sat Jan 24, 2015 7:36 pm

Re: Digging into the Grim Fandango Remastered files...

Post by kavehth »

I've been looking at the files that they use for the new renderer and the l3d files are used to store the lights. they're pretty straight forward and it should be pretty easy to change the lights and add new lights but when i tried to save the lab file using GrimEdi the game doesn't start any more. anyone know what is different about the lab files.
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

kavehth wrote:I've been looking at the files that they use for the new renderer and the l3d files are used to store the lights. they're pretty straight forward and it should be pretty easy to change the lights and add new lights but when i tried to save the lab file using GrimEdi the game doesn't start any more. anyone know what is different about the lab files.
There's nothing different about the LAB files. I've already saved some myself and the game worked fine. Try using this software to create your LAB and see if it helps:

http://quickandeasysoftware.net/softwar ... and-dumper

It'd be great news if we could tweak the lights. There's some that really bug me in GFR. (Partial list here: http://www.doublefine.com/forums/viewthread/16239/)
Nitrus
Posts: 177
Joined: Wed May 18, 2011 9:49 am

Re: Digging into the Grim Fandango Remastered files...

Post by Nitrus »

JohnnyWalker2001 wrote:It'd be great if we could extract them en masse and then reconvert them back into their MCB wrappers.
From what I'm able to see, the "MCB" is just 28 bytes of header irrelevance when it comes to the DDS files within.

That being said, it's probably relevant to their own machining. The 28 bytes ( derived from the minimal number of files I opened) consist of:
- 4 bytes: MCBH Signature (Endian Unclear)
- 4 bytes: File Size including header (Little Endian)
- 8 bytes: Unknown (Endian Unclear) [*Could be 2x4 bytes, perhaps image count, or transparency flags or lighting flags or similar, seems the same in at least 4 files.]
- 8 bytes: MCIM Signature (Endian Unclear) [*Could be 2x4 bytes, with the second one always being 0x02000000(BE), the purpose of this is unknown to me, seems the same in at least 4 files.]
- 4 bytes: DDS File size (Little Endian) [*Complete file size minus 28 bytes header size]

After this follows just an appended DDS file. You can just strip the first 28 bytes, rename the thing to DDS, and it will work.

EDIT: Forgot to say, file sizes are in bytes. (E.G.: 2,796,396 bytes, or 2.66 megabytes)
So e.g. modifying the DDS, resaving it (DXT5, no mipmaps), And then prepending the 28 bytes from above (with the file size modified if necesary), should essentially work.

EDIT2: It seems some of the DDS's do contain mipmaps, so take care with that :)

EDIT3: Confirmed the above described workflow works. (With Bennyboy's Resource File Creator and Dumper, not GrimEdi)
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: Digging into the Grim Fandango Remastered files...

Post by JohnnyWalker2001 »

Fantastic! Great work Nitrus!
User avatar
bgbennyboy
Posts: 24
Joined: Wed Nov 30, 2005 1:35 pm
Contact:

Re: Digging into the Grim Fandango Remastered files...

Post by bgbennyboy »

I'll be adding support for Grim Remastered to Doublefine Explorer soon. I just haven't got around to building and uploading the new version.

I was experimenting with enabling developer mode in the Remastered version but failed. The lua checks for good_times are still there and there's the debug stuff present. The registry is serialised into a file in \AppData\Roaming\doublefine\GrimFandango\ though so its not easy to add that key. I also tried decompiling/recompiling the lua scripts and bundles to hack it in but didn't get any results. Its possible that something else needs to be done to make it work with the new version or that I messed up. Someone else may have more luck.
Post Reply