SCUMM: Adjust timings for Italian Sam & Max Floppy intro.
This version uses English speech, and doesn't need the workaround for the fight animation speeds. But several lines still had to be re-timed.
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2 changed files with 26 additions and 8 deletions
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@ -664,7 +664,9 @@ void ScummEngine::writeVar(uint var, int value) {
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// Max beats up the scientist. This was probably to
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// match the subtitles to the speech better, but this
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// is just too much!
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// is just too much! The floppy version doesn't do this
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// but there's no need to explicitly test this since
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// the script never sets the value to 2 there.
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if (value == 2 && _language == Common::IT_ITA)
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value = 3;
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}
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@ -77,9 +77,9 @@ void ScummEngine::printString(int m, const byte *msg) {
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// for the animation to match. We get around this by slowing
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// down that animation.
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//
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// In the italian version, the whole scene is sped up to keep up
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// with Sam's speech. We compensate for this by slowing down the
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// other animations.
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// In the italian CD version, the whole scene is sped up to
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// keep up with Sam's speech. We compensate for this by slowing
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// down the other animations.
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if (_game.id == GID_SAMNMAX && vm.slot[_currentScript].number == 65 && _enableEnhancements) {
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Actor *a;
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@ -89,7 +89,7 @@ void ScummEngine::printString(int m, const byte *msg) {
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if (a)
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a->setAnimSpeed(3);
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}
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} else if (_language == Common::IT_ITA) {
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} else if (_language == Common::IT_ITA && strcmp(_game.variant, "Floppy") != 0) {
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if (memcmp(msg + 16, "Ooh.", 4) == 0) {
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a = derefActorSafe(3, "printString");
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if (a)
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@ -255,7 +255,18 @@ bool ScummEngine::handleNextCharsetCode(Actor *a, int *code) {
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{ "Kann ich fahren?", 240, 0 }
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};
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TimingAdjustment timingAdjustmentsIT[] = {
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TimingAdjustment timingAdjustmentsITFloppy[] = {
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{ "E per questo^", 140, 0 },
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{ "E' che^ecco^", 100, 0 },
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{ "^imprevedibile.", 170, 0 },
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{ "Huh?", 110, 0 },
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{ "Perch\x82 pensi", 90, 0 },
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{ "Andiamocene da", 230, 0 },
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{ "Forse possiamo", 75, 0 },
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{ "Ti dispiace", 160, 0 }
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};
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TimingAdjustment timingAdjustmentsITCD[] = {
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{ "E per questo^", 120, 0 },
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{ "Forse sei", 75, 0 },
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{ "^imprevedibile.", 170, 0 },
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@ -317,8 +328,13 @@ bool ScummEngine::handleNextCharsetCode(Actor *a, int *code) {
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}
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break;
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case Common::IT_ITA:
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adjustments = timingAdjustmentsIT;
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numAdjustments = ARRAYSIZE(timingAdjustmentsIT);
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if (strcmp(_game.variant, "Floppy") == 0) {
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adjustments = timingAdjustmentsITFloppy;
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numAdjustments = ARRAYSIZE(timingAdjustmentsITFloppy);
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} else {
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adjustments = timingAdjustmentsITCD;
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numAdjustments = ARRAYSIZE(timingAdjustmentsITCD);
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}
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break;
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case Common::FR_FRA:
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if (strcmp(_game.variant, "Floppy") == 0) {
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