Opened 3 years ago

Closed 3 years ago

Last modified 3 years ago

#12601 closed feature request (fixed)

MOHAWK: Adjustments in the spaceship puzzle in Myst for the hearing impaired

Reported by: AspireONE-zz Owned by: bluegr
Priority: normal Component: Engine: Mohawk
Version: Keywords:
Cc: AspireONE-zz Game: Myst

Description

Hello,

it is not possible to do the spaceship puzzle in the Myst for an deaf person since it is sound only. Would it be possible to modify scummvm so that the game is more accommodating for the deaf?

https://mystjourney.com/img/screenshots/myst-86.jpg

Attachments (5)

myst_56.jpg (65.9 KB ) - added by AspireONE-zz 3 years ago.
space-ship-puzzle-fuzzy-logic.diff (1.5 KB ) - added by AspireONE-zz 3 years ago.
space-ship-puzzle-fuzzy-logic-ver2.diff (2.6 KB ) - added by AspireONE-zz 3 years ago.
same as before, but this time as function.
space-ship-puzzle-fuzzy-logic-ver3.diff (6.4 KB ) - added by AspireONE-zz 3 years ago.
fuzzy logic settable via options menu
space-ship-puzzle-fuzzy-logic-ver4.diff (6.2 KB ) - added by AspireONE-zz 3 years ago.
same as before, formating.

Download all attachments as: .zip

Change History (14)

by AspireONE-zz, 3 years ago

Attachment: myst_56.jpg added

comment:1 by antoniou79, 3 years ago

Hi,

I don't really know if this could be ScummVM task. I mean, it could, and it's probably doable, but it might need a lot of effort from developer(s) in the team.

And ultimately, since CYAN has collaborated with ScummVM for the recent rerelease of the games, it might be better if they (CYAN) implemented such an addition instead (?). Possibly addressing other accessibility issues too.

Marginally related, but as far as I know, the recent Myst VR title has context subtitles that can be enabled for that puzzle. It also has subtitles for the other videos -- like in the books or the hologram. It is currently released for Oculus 2 but it is coming to PC too with the option for standard (non-VR) controls.

So, if this is to be done, it could be done in a similar way, with context subtitles here.

comment:2 by AspireONE-zz, 3 years ago

Hello,

I was thinking that in the function void Myst::rocketCheckSolution()

There are five test for the sliders in the form :

if (soundId != 9546)

solved = false;

I thought to change all those five test to following form :

if ( abs(soundId-9546)>10 )

solved = false;

Then everybody should be happy.

Version 1, edited 3 years ago by AspireONE-zz (previous) (next) (diff)

comment:3 by eriktorbjorn, 3 years ago

Aren't there a couple of other puzzles in the game that also rely on sound cues? (Or can they be solved without? I've forgotten...)

comment:4 by antoniou79, 3 years ago

Sound cues yes. Most puzzles in Selenitic Age are such, including the maze at the "end" of that Age.

in reply to:  3 comment:5 by MusicallyInspired, 3 years ago

Replying to eriktorbjorn:

Aren't there a couple of other puzzles in the game that also rely on sound cues? (Or can they be solved without? I've forgotten...)

There are a couple other areas in the game that deal with sound. In the Mechanical Age you can rotate the fortress to 4 different compass positions. There's a hologram interface in one of the brothers' rooms that simulate this function. When the fortress shows as facing a certain compass direction it chimes with a unique sound effect. This is meant to be a hint for the Selenitic Age in the underground tunnel/tram system maze. When you stop at each node it plays a sound effect for the direction you're suppose to go in. You can solve it by trial and error but it's easier if you write down the sound effects for the various compass directions in the Mechanical Age.

I'm not big on changing solutions in a game. One thing one might be able to do would be to add music notes (A-G) to the keyboard somehow (perhaps some for of OSD/subtitle?) each time you hit a note. And then do the same when you're selecting notes on the slider in the interface when solving the puzzle.

Last edited 3 years ago by MusicallyInspired (previous) (diff)

comment:6 by AspireONE-zz, 3 years ago

Hello,

I totally and completely do not understand those comments that it is fixed in new releases of the game. I (and my brother) have bought the original game at the time of the release (~1994?) for the full price and I absolutely see no reason to pay again for the game just because they screwed it up in the original release.

Perhaps in the options menu add Checkeck box :

"Use fuzzy logic on the space ship puzzle".

With my changes I was able to get past the space ship puzzle just using photos of the slides from the internet.

In the Mechanical Age sounds are helpful but NOT required to finish the puzzle as it is enough to simply time how long you press the button to rotate the fortress.

For rest of the Selenitic Age I do not comment for I had not finished it yet.

by AspireONE-zz, 3 years ago

comment:7 by AspireONE-zz, 3 years ago

added diff in the attachments section

by AspireONE-zz, 3 years ago

same as before, but this time as function.

by AspireONE-zz, 3 years ago

fuzzy logic settable via options menu

by AspireONE-zz, 3 years ago

same as before, formating.

comment:8 by bluegr, 3 years ago

Owner: set to bluegr
Resolution: fixed
Status: newclosed
Summary: myst and the deafMOHAWK: Adjustments in the spaceship puzzle in Myst for the hearing impaired

comment:9 by AspireONE-zz, 3 years ago

(I hope this comment does not reopen the ticket, it should stay closed).

Thank you very much for all your help.

PS : Link above at text "#3056" is wrong, it should be

https://github.com/scummvm/scummvm/pull/3056

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