Changes between Initial Version and Version 1 of Ticket #11919


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Timestamp:
Oct 25, 2020, 9:32:17 AM (4 years ago)
Author:
ObjectInSpace
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  • Ticket #11919 – Description

    initial v1  
    1 ScumVM should provide the ability for in-game text to be read via synthesized speech. Apart from the convenience of playing interactive fiction without having to look at a screen, this will enable all games using this engine to be enjoyed by the estimated 289 million people around the world with vision loss, some of whom enjoy adventure. Several Z-code interpreters support TTS, as does Retroarch, so it should be feasible for this project also.
     1ScummVM should provide the ability for in-game text to be read via synthesized speech. Apart from the convenience of playing interactive fiction without having to look at a screen, this will enable all games using this engine to be enjoyed by the estimated 289 million people around the world with vision loss, some of whom enjoy adventure. Several Z-code interpreters support TTS, as does Retroarch, so it should be feasible for this project also.
    22
    33Windows has an open-source library available called Tolk which should do most of the heavy lifting itself: https://github.com/dkager/tolk/
     
    1414Scenario 3: player of Grim Fandango decides to talk to Carla, hears: "1. Busy night? 2. What's the shuttle waiting for? 3. Can I try out your metal detector?"
    1515
    16 There are a few different ways to achieve this. Retroarch uses optical character recognition (OCR), which converts the text from screenshots into a machine readable format via pattern matching algorithms.  another project called SoniFight essentially reverse-engineers certain games to find the text from the memory address. (https://github.com/FedUni/SoniFight) However I feel that these are both sort of hackish. The real solution should be to find when and where those strings are referred to in the game and then have them be exposed to that platform's assistive technology via ScumVM.
     16There are a few different ways to achieve this. Retroarch uses optical character recognition (OCR), which converts the text from screenshots into a machine readable format via pattern matching algorithms.  another project called SoniFight essentially reverse-engineers certain games to find the text from the memory address. (https://github.com/FedUni/SoniFight) However I feel that these are both sort of hackish. The real solution should be to find when and where those strings are referred to in the game and then have them be exposed to that platform's assistive technology via ScummVM.