Opened 7 weeks ago
Last modified 6 weeks ago
#15728 new defect
SCI: KQ5 (floppy): The text "What?!" goes by too quickly in the intro
Reported by: | eriktorbjorn | Owned by: | |
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Priority: | normal | Component: | Engine: SCI |
Version: | Keywords: | ||
Cc: | Game: | King's Quest 5 |
Description (last modified by )
In the floppy version of the game, when Graham finds his castle gone there is the following lines printed:
"My castle! What has happened?"
"I can tell you what happened."
"What?!"
But that last text is hard to read, because the screen fades down immediately. Looking at sluicebox's decompiled script (kq4-dos-0.000.062), I see this in intro3.sc:
(12 (cls) (PrintDC 102 2 67 100 100 351 103) ; "What?!" (gCurRoom newRoom: 103) ; intro4 )
Did the original rely on load times alone to provide the appropriate delay? It certainly stays up longer when I run it in DOSBox, at leats on slow speeds.
Now, I'm not actually using this version of the game. I'm using the French version that was included on at least some King's Quest collections. So it's doing this instead:
(12 (cls) (= global380 1) (PrintDC 102 2 #at 100 100 #dispose) ; "Quoi?" (gCurRoom newRoom: 103) ; intro4 )
But it's actually even worse than that. Because I'm using a patch that I got from the GOG forum to set the language to English by default, and to add English texts to the intro. (Hey, I tried asking Activision support to release the floppy version because subtitles would be great for accessibility, but I couldn't get them to understand what I meant.)
Assuming it is a timing bug, it would be great if it could be fixed for the official versions at least. It would be fantastic if it could be fixed for the patched version as well, but I can understand if that's not a priority.
Attachments (1)
Change History (6)
by , 7 weeks ago
Attachment: | KQ5FRNCH.7z added |
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comment:1 by , 7 weeks ago
comment:2 by , 7 weeks ago
Actually, it looks like that particular part of the script doesn't change, unless I completely messed up trying to disassemble it. Is the translation handled elsewhere? Because that would probably be great.
0026:0286: 3c dup 0026:0287: 35 0c ldi 0c ; 12 0026:0289: 1a eq? 0026:028a: 30 25 00 bnt 0025 [02b2] 0026:028d: 76 push0 ; species 0026:028e: 45 06 00 callb 06 00 0026:0291: 35 01 ldi 01 0026:0293: a0 7c 01 sag 017c ; 380 0026:0296: 39 06 pushi 06 ; loop 0026:0298: 39 66 pushi 66 ; 102, 'f', flags 0026:029a: 7a push2 ; -info- 0026:029b: 39 43 pushi 43 ; 67, 'C', at 0026:029d: 39 64 pushi 64 ; 100, 'd', moveDone 0026:029f: 3c dup 0026:02a0: 39 6b pushi 6b ; 107, 'k', dispose 0026:02a2: 46 f7 02 00 00 0c calle 02f7 ; 759 0000 0c ; 12 0026:02a8: 38 76 01 pushi 0176 ; 374, newRoom 0026:02ab: 78 push1 ; superClass 0026:02ac: 39 67 pushi 67 ; 103, 'g', quitGame 0026:02ae: 81 02 lag 02 0026:02b0: 4a 06 send 06 0026:02b2: 3a toss 0026:02b3: 48 ret
comment:3 by , 7 weeks ago
Description: | modified (diff) |
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comment:4 by , 7 weeks ago
Description: | modified (diff) |
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comment:5 by , 6 weeks ago
But on second thought, I have no idea how to insert a delay here. You'd have to split case 12 into two separate cases with a delay between, and I'm not sure that can be done. By my estimate, you'd have to find a way to insert at least a dozen bytes here, and I thought you were limited to the space already allotted for the script?
I've attached the patch I used. I originally found it at https://www.gog.com/forum/kings_quest_series/turn_off_terrible_voices_in_kq5/post53