The Journeyman Project: Pegasus Prime is very much a Mac game. And by that, I mean it uses the gamut of Mac resources it has available to it. Thus, it can be very hard to extract the data on a non-Mac system. This post is an attempt to document some sane way for everyone to play the game in ScummVM. I'll also update this as people give me more info since some information is not provided by myself. Much thanks to eriktorbjorn for his file list and his Linux extraction script. This is all assuming you can compile the source code at the "pegasus" branch of my github fork already.
Extracting the Full Game Data
Since this is different on different platforms, I shall cover the big three here.
Windows
For Windows you need to use either the HFVExplorer or HFSExplorer tools.
If you're using HFVExplorer, you'll want to dump the files according to this document. If you see "M" on a line, make HFVExplorer extract as MacBinary and as a "raw copy, data fork" for ones beginning with "R". Note that you'll have to rename any file or directory with "/" in the name to have an underscore ("_") in its place.
For HFSExplorer, you can pretty much use the same instructions as HFVExplorer, except that you want to extract AppleDouble instead of MacBinary.
Mac OS X
Extracting the data on a Mac is actually the easiest because a) you can use HFS drives directly and b) you can then run the game directly without changing any file names.
First thing you'll need to do is to enable hidden folders. Then merge the PP Data folders from all four discs into one folder on your hard drive. Any files with the same name are identical. That's it, you're done. You can also use the "macbinary" command line tool to make MacBinary versions of the files.
Linux
You'll need to have hfsutils installed on Linux. Then you should run this script provided by eriktorbjorn with this file list (pasted into a file called "filelist.txt"). It should be pretty self-explanatory to run beyond that, I hope.
Extracting the Demo Data
Since StuffIt is a completely awful tool that won't let you extract any of the resource fork data on a non-Mac system, you will have to wait until I upload a version of the demo that can be played with ScummVM directly. Mac users can use it pretty much right away. I will update this space as soon as possible with more details. Sit tight!
Thursday, April 12, 2012
Monday, April 02, 2012
Filler Post
While I'm sure you're all waiting for a Pegasus Prime update, something completely useless will have to do in the meantime. Hopefully there will be a real update soon, stayed tuned! You can only get a sneak peek by seeing my tool for allowing games made in ScummVM to be played in the original interpreter again. In the meantime, you can hopefully appreciate the fact that you can now properly hear Gehn singing in Riven.
Some more exciting news: I was able to grab a copy of the ultra-rare Return to Zork Macintosh MPEG edition. Pretty much the same as the regular Mac version (and just as unsupported) but with a new MPEG-2 video layer of fun added on top. One day I'll finish RE'ing all those exotic versions of the game.
Speaking of which, I wrote PSX stream decoder for use in Broken Sword 1 and 2 (and Return to Zork) so now one can play those videos in all their half-resolution glory. I know, you're all very excited!
Switching gears.... For the one of you that may be interested, we did have a third idea for April Fools' this year that was replaced by the C# port joke. I came up with this idea after playing through Gabriel Knight: Sins of the Fathers last year and it manifested itself in a photoshop that I happened to like enough to not just outright toss out.
Originally, there would have been a whole set of "advertisements in ScummVM" -- advertisements placed right into the games! The plan was going to insert a few things in such as making the soda machine in The Secret of Monkey Island a real Coca-Cola machine and using the pre-made "advertisement" of Foster's in a Beneath a Steel Sky.
Only one prototype was made of GK1, and hopefully someone out there gets the joke.
Some more exciting news: I was able to grab a copy of the ultra-rare Return to Zork Macintosh MPEG edition. Pretty much the same as the regular Mac version (and just as unsupported) but with a new MPEG-2 video layer of fun added on top. One day I'll finish RE'ing all those exotic versions of the game.
Speaking of which, I wrote PSX stream decoder for use in Broken Sword 1 and 2 (and Return to Zork) so now one can play those videos in all their half-resolution glory. I know, you're all very excited!
Switching gears.... For the one of you that may be interested, we did have a third idea for April Fools' this year that was replaced by the C# port joke. I came up with this idea after playing through Gabriel Knight: Sins of the Fathers last year and it manifested itself in a photoshop that I happened to like enough to not just outright toss out.
Originally, there would have been a whole set of "advertisements in ScummVM" -- advertisements placed right into the games! The plan was going to insert a few things in such as making the soda machine in The Secret of Monkey Island a real Coca-Cola machine and using the pre-made "advertisement" of Foster's in a Beneath a Steel Sky.
Only one prototype was made of GK1, and hopefully someone out there gets the joke.
Labels:
April Fools,
Pegasus Prime,
Return to Zork,
Riven,
ScummVM
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