Tools for editing AGOS games (e.g. Simon the Sorcerer by AdventureSoft)
Currently supported games are:
The latest release can be grabbed from the Releases page.
Just download and extract the archive.
The main entrypoint of the program is CLI utility called magos
This is the default action and will always happen[*].
point the program to the GME file for example:
magos PATH/TO/SIMON.GME
This will create a file called strings.txt
in working directory with all the game texts.
You can optionally change the name of the file by adding -o <other name>
where <other name>
is the desired name of the file.
for example:
magos PATH/TO/SIMON.GME -o messages.txt
Now let's see some more uses, feel free to combine them (add all modification in one command).
The tool tries to infer which game it is operating on by the name of the files.
If file was renamed so the detection fail, or you just wish to force it to specific game, add -g <game>
where <game>
is identifier of the game.
Simon the Sorcerer -> simon
Simon the Sorcerer 2 -> simon2
The Feeble Files -> feeble
examples:
magos PATH/TO/SIMON.GME -g simon
magos PATH/TO/SIMON2.GME -g simon2
Some versions do not have a GME archive (e.g. Simon 1 Floppy),
point it to the game directory instead and add -m
flag:
magos PATH/TO/ -m
Please keep in mind that this usage might also require specifying the game[*].
NOTE: This won't do anything if the game doesn't have GME archive[*].
To create a directory containing the content of the GME file in separate files.
Add -e <directory>
where <directory>
is the desired name of the directory.
for example:
magos PATH/TO/SIMON.GME -e ext
will extract the content of the GME archive to a directory name ext
inside current working directory.
You can view the game scripts and object by adding -s <variant>
where <variant>
indicates if the game is floppy
or talkie
.
When used on the Talkie edition it will also match each line of text with it's corresponding voice file[*].
magos PATH/TO/SIMON.GME -s talkie
This will create 2 files in working directory
scripts.txt
will contain the decompiled script
objects.txt
will contain object information.
You can optionally change the name of the scripts.txt
by adding -d <other name>
where <other name>
is the desired name of the file.
for example:
magos PATH/TO/SIMON.GME -s talkie -d decomp.txt
The decompiled script file can be used for recompiling the script when rebuilding[*].
To create a directory containing each voice sample in separate file.
add -t <voice file>
where <voice file>
is the path to the game soundbank file.
for example:
magos PATH/TO/SIMON.GME -t PATH/TO/SIMON.VOC
this will create a directory called voices
in working directory.
Inside, you will find the extracted sound files.
The multilingual versions of the games do not follow standard encodings closely. For instance, Hebrew version of the game overrides the uppercase English letters. Thus, for convenience, there is an option to map the text messages in game to the actual character glyph per language in standard encoding.
Use -c LANG
flag to replace in-game glyphs with actual characters for reading writing.
where LANG
can be either one of:
he
for Hebrew (Codepage 1255)de
for German (Codepage 1252)es
for Spanish (Codepage 1252)fr
for French (Codepage 1252)it
for Italian (Codepage 1252)pl
for Polish (Codepage 1250)ru
for Russian (Codepage 1251)You may also leave out this option completely to save the texts as is (use same byte values as were used in game)
magos PATH/TO/SIMON.GME -c he
Additionaly, you may add -u
flag to convert the text to UTF-8 encoding
magos PATH/TO/SIMON.GME -c he -u
After editing the desired files, you can inject it back to the game.
just use whatever command you used to extract and add -r
.
(Of course, you can remove some parts if you don't wish to edit them)
for example: assuming extraction script was
magos SIMON2.GME -c he -e ext -s talkie -t SIMON2.VOC
game can be rebuilt using:
magos SIMON2.GME -c he -e ext -s talkie -t SIMON2.VOC -r
The parameters themselves are used for the reverse action.
e.g. the tool will now read from strings.txt
to write game files.
The edited files will be created in current working directory regardless of where the actual files were.
This is to allow keeping the game intact in a subdirectory and copy changes manually.
If you wish the tool to always override the game files, just launch it from the game directory itself.