[Scummvm-tracker] [ScummVM :: Bugs] #15728: SCI: KQ5 (floppy): The text "What?!" goes by too quickly in the intro

ScummVM :: Bugs trac at scummvm.org
Wed Feb 5 20:59:14 UTC 2025


#15728: SCI: KQ5 (floppy): The text "What?!" goes by too quickly in the intro
-------------------------+-----------------------------
Reporter:  eriktorbjorn  |       Owner:  (none)
    Type:  defect        |      Status:  new
Priority:  normal        |   Component:  Engine: SCI
 Version:                |  Resolution:
Keywords:                |        Game:  King's Quest 5
-------------------------+-----------------------------
Description changed by eriktorbjorn:

Old description:

> 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?
>
> 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.) I don't know how to get ScummVM to disassemble the patched
> script.
>
> 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.

New description:

 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.) I
 don't know how to get ScummVM to disassemble the patched script.

 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.

--
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/15728#comment:3>
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