Sprites come out in their own scene's colours now, and animations extract as looping GIFs or as split frames. Both are under SCREAM.RES below.

VOICES[1-6].RES

Per-character dialogue. Each clip is named with a snippet of the spoken line: chap1_Gorrister/0042_Damn_this_rotten_place.wav etc. Lookup goes through the SCRIPTS.RES strings tables joined to the SCREAM.RES voice LUTs at build time. Clips with no matching line keep just an index.

VOICESS.RES

Cutscene and cinematic narration, in file order as clip_NNNN.wav. These clips are fired from script bytecode rather than from a table in the resource files, so nothing in SCREAM.RES says which cutaway plays which clip. Older builds of this page named them after cutaway scene and background numbers; that was reading the wrong field.

SFX.RES

Sound effects archive. Currently emits extracted_N.wav; per-scene SFX naming is a future pass.

SCRIPTS.RES

Game script bytecode. Outputs entry_NN.bin plus ALL_TEXT.txt.

SCREAM.RES

Game asset megapack. The page reads the scene table and the per-chapter actor tables out of the file first, so it knows which scene every asset belongs to before it decodes anything.

Backgrounds → bg/scenes/, bg/cutaways/, bg/intro-and-credits/, bg/menus-and-panels/. Sprites → sprites/chap{N}/actor{NN}_scene{S}/, with the panel art under sprites/interface/. Animations → anim/scenes/, anim/cutaways/, anim/intro-and-credits/. Depth masks → masks/, greyscale and not artwork. Palettes → palettes/.

Sprites hold no palette of their own, so each list is drawn in the palette of the scene its actor lives in and ships that palette.act beside the frames; SPRITE-PALETTES.txt lists every pairing. Index 0 and the magenta portrait key both come out transparent.

Animations are delta frames over a background rather than standalone images, so each one is composited over the background the game pairs it with. You get a looping GIF at the game's frame rate, plus numbered PNG frames if you tick that box. Pick what you want before extracting; the animations are the slow part.

MUSICGM.RES / MUSICFM.RES

MUSICGM.RES: Game soundtrack. Catalog routes each track into chap{N}/song_NNN_slotS.mid based on chapter song tables; unreferenced songs land in unused/.

MUSICFM.RES: Currently not supported, but same soundtrack, just in OPL3/Adlib FM format instead of General MIDI.

Where to find your .res files

Steam: DRIVE:\Steam\steamapps\common\IHNMAIMS\Classic\

GOG: DRIVE:\GOG Games\I Have No Mouth\

> output here!