[Scummvm-tracker] [ScummVM :: Bugs] #14588: SCI: LSL6: Controls dialog misbehaves when subtitles are disabled in the low-res talkie version
ScummVM :: Bugs
trac at scummvm.org
Tue Aug 20 17:55:48 UTC 2024
#14588: SCI: LSL6: Controls dialog misbehaves when subtitles are disabled in the
low-res talkie version
-------------------------+-----------------------------------
Reporter: eriktorbjorn | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCI
Version: | Resolution:
Keywords: | Game: Leisure Suit Larry 6
-------------------------+-----------------------------------
Comment (by eriktorbjorn):
On second thought, those scripts are probably too short to hide a script
patch in.
I ''think'' the `ControlPanel::noClickMessage()` method is what displays
the help texts. after being called by `ll6ControlPanel::noClickMessage()`:
{{{
(method (noClickMessage param1)
(Print modeless: 1 font: gUserFont)
(gMessager
say:
(param1 noClickNoun:)
(param1 noClickVerb:)
0
1
0
(param1 noClickModNum:)
)
)
}}}
And that's where I start to flounder. It seems that `gMessager` is a
variable, not an object, and it points to `larryMessager`. But that
appears to be just an extension of `Messager`, so maybe `Messager::say()`
is the interesting part? I'm lost.
Either way, at some point it will have to look at `gMsgType`, which can be
either 2 or 3. I believe 2 is speech, while 3 is speech + text. From that
perspective, it looks to me as if it's `Narrator::say()` that's the
interesting part. A breakpoint in what the debugger calls
`talkTitleNar::say()` seems to trace the call back through
`Messager::sayNext()`, `larryMessager::sayNext()`, and
`larryMessager::say()` so maybe I am on the right track after all.
`Narrator::say()` is a larger method, so it may be easier to hide a script
patch in. I just have no idea what it could test to detect that the text
has no corresponding audio to play.
--
Ticket URL: <https://bugs.scummvm.org/ticket/14588#comment:3>
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