What, hypothetically speaking, would be required to make an SCI1.1 game with speech? The Narrator and Talker classes are already set, but how would one go about adding (support for adding) the actual lines?
Okay, just the facts I can observe right now from KQ6. Feel free to ignore this and focus on the main question.
0.msg, several lines omitted:
1 0 0 1 99 Alexander is already carrying that.
0 0 0 1 99 There's no reason to use that object there.
0 0 0 2 99 That would serve no purpose.
1 1 0 1 99 Alexander searches for a way to reach the black-haired girl whose memory will not escape him.
1 14 0 8 2 "Phew! For a minute there I thought.... What if someone ELSE had seen me and thought.... Zounds!"
3 0 8 2 99 ...and stirs the contents gently.
4 0 0 1 99 Taking off your adventurer's cap so soon?
21.msg, for some extra data:
1 1 0 1 99 Reading about the Ancient Ones in the "Guidebook to the Land of the Green Isles" may help a puzzled journeyer.
Looking in SV, in the Audio36 resources, these map to
0 0 0 1 --> @0000000.001
0 0 0 2 --> @0000000.002
1 0 0 1 --> @0000100.001
1 1 0 1 --> @0000101.001
1 14 0 8 --> @000010e.008
3 0 8 2 --> @0000300.082
4 0 0 1 --> @0000400.001
--------
1 1 0 1 --> @00l0101.001
Contrary to first glance, these are not in hexadecimal, but hexatrigesimal -- lowercase Base36, from zero to z. Still, there's a pretty clear pattern here:
@00l010e.008
MMMNNVV.CCS -- that's Message, Noun, Verb, Case, Sequence.
Also of note: KQ5, using regular audio resources, does = ticks DoAudio(2 temp0) instead of KQ6 and the template's = ticks DoAudio(2 temp0 temp1 temp2 temp3 temp4) in their respective (startAudio param1) methods. No idea how it maps 1.aud to text.206 #39 though, unlike KQ6.