[Scummvm-tracker] [ScummVM :: Bugs] #13378: SCUMM: SAMNMAX: Timing Problems in German CD Intro
ScummVM :: Bugs
trac at scummvm.org
Thu Mar 31 07:28:39 UTC 2022
#13378: SCUMM: SAMNMAX: Timing Problems in German CD Intro
-------------------------+----------------------------
Reporter: GermanTribun | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCUMM
Version: | Resolution:
Keywords: | Game: Sam and Max
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Comment (by eriktorbjorn):
> How is the German timing broken when Max beats up the scientist? In the
German version that scene quickly goes out of synch as well.
If you mean how the speech isn't syncing up to the subtitles here:
{{{
[0F10] (B4) printLine.msg(sound(0x11DEF4, 0xA) + "Ohh!" + wait() + "Hey."
+ wait() + "Klasse Schlag!" + wait() + "Uiii!" + wait() + "H\x84h?")
}}}
That's probably a lot harder to do anything about. If I understand
correctly, the script uses two different tools to adjust the sync:
- {{{VAR_TIMER_NEXT}}}, which affects the overall speed of the game. The
Italian version sets this to 2 to speed up the scene, but though I guess
it syncs up better to the subtitles the animation looks a bit ridiculous.
- {{{VAR_CHARINC}}}, which determines how long a message should be visible
on screen, based on the number of characters in it. Which probably works a
lot better for long messages than really short ones.
(At least, I ''think'' that's how it works, and that the embedded wait()
instructions are equivalent to waitForMessage().)
Apparently the whole string of exclamations is a single sound. You'd think
that if they had been serious about getting them to sync up, there would
have been one sound for each exclamation, and they'd have used
delayFrames() or something like that to specify the exact delay between
them, rather than depending on a calculated guess.
--
Ticket URL: <https://bugs.scummvm.org/ticket/13378#comment:10>
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