[Scummvm-git-logs] scummvm master -> b48ffe374d18b5c214db2d084b73950e0034b37e
antoniou79
a.antoniou79 at gmail.com
Sun Dec 20 17:25:32 UTC 2020
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
8a18f0afd8 BLADERUNNER: Tweak timing of some VK questions
b48ffe374d BLADERUNNER: Fix missing accented glyphs from subtitles
Commit: 8a18f0afd82c70e73eeebbed426d8203b95a8442
https://github.com/scummvm/scummvm/commit/8a18f0afd82c70e73eeebbed426d8203b95a8442
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2020-12-20T19:25:18+02:00
Commit Message:
BLADERUNNER: Tweak timing of some VK questions
Changed paths:
engines/bladerunner/script/vk_script.cpp
diff --git a/engines/bladerunner/script/vk_script.cpp b/engines/bladerunner/script/vk_script.cpp
index 844fa6aaf8..9b46af40f3 100644
--- a/engines/bladerunner/script/vk_script.cpp
+++ b/engines/bladerunner/script/vk_script.cpp
@@ -281,7 +281,11 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) {
break;
case 7495: // Medium 05
VK_Play_Speech_Line(kActorMcCoy, 7495, 0.5f);
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7500, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7500, 0.1f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7505, 0.5f);
VK_Play_Speech_Line(kActorMcCoy, 7510, 0.5f);
break;
@@ -363,7 +367,11 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) {
break;
case 7605: // High 01
VK_Play_Speech_Line(kActorMcCoy, 7605, 0.5f);
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7610, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7610, 0.1f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7615, 0.5f);
break;
case 7620: // High 02
@@ -388,13 +396,21 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) {
&& actorId != kActorRunciter
) {
VK_Play_Speech_Line(kActorMcCoy, 7655, 0.5f);
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7660, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7660, 0.2f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7665, 0.5f);
}
} else {
if (actorId != kActorLucy) {
VK_Play_Speech_Line(kActorMcCoy, 7655, 0.5f);
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7660, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7660, 0.2f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7665, 0.5f);
}
}
@@ -405,7 +421,11 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) {
VK_Play_Speech_Line(kActorMcCoy, 7675, 0.5f);
break;
case 7680: // High 05
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7680, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7680, 0.1f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7685, 0.5f);
break;
case 7690: // High 06
@@ -416,7 +436,11 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) {
}
break;
case 7705: // High 07
+#if BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7705, 0.5f);
+#else
+ VK_Play_Speech_Line(kActorMcCoy, 7705, 0.1f);
+#endif // BLADERUNNER_ORIGINAL_BUGS
VK_Play_Speech_Line(kActorMcCoy, 7710, 0.5f);
VK_Play_Speech_Line(kActorMcCoy, 7715, 0.5f);
if (_vm->_cutContent) {
Commit: b48ffe374d18b5c214db2d084b73950e0034b37e
https://github.com/scummvm/scummvm/commit/b48ffe374d18b5c214db2d084b73950e0034b37e
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2020-12-20T19:25:18+02:00
Commit Message:
BLADERUNNER: Fix missing accented glyphs from subtitles
This was introduced by the use of U32String. The default codepage (utf8) was not suitable.
Changed paths:
engines/bladerunner/subtitles.cpp
diff --git a/engines/bladerunner/subtitles.cpp b/engines/bladerunner/subtitles.cpp
index ce4a6a38ac..c6ca22f279 100644
--- a/engines/bladerunner/subtitles.cpp
+++ b/engines/bladerunner/subtitles.cpp
@@ -242,7 +242,9 @@ void Subtitles::loadInGameSubsText(int actorId, int speech_id) {
// Search in the first TextResource of the _vqaSubsTextResourceEntries table, which is the TextResource for in-game dialogue (i.e. not VQA dialogue)
const char *text = _vqaSubsTextResourceEntries[0]->getText((uint32)id);
- _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text);
+ // TODO maybe the codepage here should be determined based on some subtitles property per language
+ // especially for non-latin languages that still use a FON font rather than a TTF font (eg. Greek would need Common::kWindows1253)
+ _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text, Common::kWindows1252);
}
/**
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