Comments (5)
This isn't really possible using the text as it is from the game. There is no such thing as a "title" from the perspective of the game's message system. Just ways to control the color, line breaks, yes/no prompts, etc.
Regarding new lines, there is no difference between a sentence that overflows to another line vs these "titles", so without manually adding extra markers to all text in the entire game (which is infeasible), it can't be handled programmatically.
from shipwright.
This isn't really possible using the text as it is from the game. There is no such thing as a "title" from the perspective of the game's message system. Just ways to control the color, line breaks, yes/no prompts, etc.
Regarding new lines, there is no difference between a sentence that overflows to another line vs these "titles", so without manually adding extra markers to all text in the entire game (which is infeasible), it can't be handled programmatically.
How does it know to draw the purple text as purple? There has to be some kind of marker in the source that does that.
from shipwright.
Yes, I said above that there are control codes for colors, new lines, choice prompts, etc.
What does color have to do with anything? Colors are used anywhere in the text, so they cannot be thought of as a "if you see a color, pause the TTS readout". The purple text for example is not something to be used as an indicator for "titles".
And as I said above, new lines also are not indicative of a "pause" either. There is no such control code that is a "header/title" in the OoT message system.
from shipwright.
Could you elaborate on why adding metadata/tags/structure to the text is infeasible? Does it have to do with the fact that none of the original game text is stored in the soh code?
from shipwright.
Exactly, SoH doesn't hold any data from the game for legal reasons
The texts, textures, maps, models, sounds, etc are all extracted from the rom and stored into your OTR files
As Archez said it's idealistic to add a marker on all the game text due to how the datas are made and used
from shipwright.
Related Issues (20)
- profiler runs HOT 1
- Crash after SoH logo screen [Switch] HOT 6
- invalid
- [MINOR LINUX FEATURE] search otr in /usr/share/games/soh and /usr/local/share/games/soh HOT 1
- Invincible Enemies in MacReady Charlie and MacReady Delta! HOT 1
- [Feature Request] Rocks, Pots, and Small Wooden Boxes used to hold down Blue Switches damage enemies if thrown at them like Majora's Mask HOT 4
- [Feature Request] Majora's Mask Style elemental arrow effects for SoH? Make it so burning Gibdos will reveal them as ReDeads?
- [Feature Request] Popular Mod Support HOT 6
- [Feature Request] Easier Custom Music Support HOT 2
- Hashes linked to in readme with relative link, nearly useless in release
- Graphical Issues in Jabu Jabu's Belly HOT 2
- [Feature request] Add option to maintain 4:3 horizontal FoV for widescreen and scale black bars according aspect ratio during cutscenes
- Crash at startup if PS4 controller LED is set to option "Health Colors" HOT 1
- Bug/Feature Request? Unable To Get Secret Gauntlets in SoH Even With Original RBA Values Checked! HOT 1
- 8.0.3-letitsnow Holidays In Hyrule TP Graveyard As Young Link Missing Snowed Replacement For Unsnowed Graphical Square HOT 1
- Feature Request: Togglable Weather Effects: Snow/Rain/Storm Clouds, Christmas Any Time!
- Shooting Galleries in Young Link and Adult Link Times both display Purple Rupees Instead of Red Rupees for Rupee Hit Indicator. HOT 3
- Slingshot Bullets Zeroing Out If You Collect Deku Seeds During Secret Gauntlets RBA Glitched State! HOT 1
- Configuration error before building the project (Ubuntu Arm64) HOT 7
- Graphical: Kakariko carpenter shadow is wrong HOT 1
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from shipwright.