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@@ -29,7 +29,7 @@ Table of Contents: * 3.12 Simon the Sorcerer notes * 3.13 The Feeble Files notes * 3.14 The Legend of Kyrandia notes - * 3.15 Sierra AGI games predictive dialog notes + * 3.15 Sierra AGI games Predictive Input Dialog notes * 3.16 Known Problems 4.0) Supported Platforms 5.0) Running ScummVM @@ -537,41 +537,55 @@ To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file, which can be found on the 'Downloads' page of the ScummVM website. -3.15) Sierra AGI games predictive dialog notes: ------ ----------------------------------------- -The Predictive Input Dialog is a ScummVM aid for running AGI engines games (which -notoriously have command line input) on devices with limited keyboard input. The -dialog is fully usable with the mouse, but a few provisions have been made to make -its use more comfortable by naturally mapping the functionality to the keypad. +3.15) Sierra AGI games Predictive Input Dialog notes: +----- ----------------------------------------------- +The Predictive Input Dialog is a ScummVM aid for running AGI engines games +(which notoriously require command line input) on devices with limited keyboard +support. In these situations since typing with emulated keyboards is quite +tedious, commands can be entered quickly and easily via the Predictive Input +Dialog. In order to enable predictive input in AGI games, you need to copy the pred.dic file in the ScummVM extras folder or the folder of the game you wish to play. - -The predictive input dialog works in three modes, switchable by the Pre/123/Abc -button: -The primary input method implemented by the predictive input dialog - predictive -mode - resembles the way "fast typing" is done in phones: The alphabet is divided -into 9 sets which naturally map to the 9 number keys of the numeric keypad (0 is -space). The dialog utilizes a dictionary of words which has been created by parsing -through all known agi games and creating the maximum set of common words. At -runtime, the dictionary is searched each time the user presses a numeric key for -words matching the numeric prefix up to that point. The user can press the next -button when there are multiple matches for the same prefix. The matching operation -and the way of putting together the dictionary have been designed so as to not hint -the user for words (e.g. pressing random keys and seeing what word the prediction -converges to). Also, when a user OKs the dialog, or presses space and if there are -multiple matches for the same prefix, the word finally chosen is brought to the -front of the list, essentially implementing a Most Recently Used approach. - -The second input method is numeric: Each key the user presses is shown as a number. - -The third input method is the Multi-tap Alpha input mode: The user presses a numeric -key and uses the next button to cycle through the corresponding key's assigned -letters. - -The user must have a dictionary and can either click on the command line or hit a -'Predictive dialog' hotkey to make the Predictive Input Dialog appear. - +This dictionary has been created by parsing through all known AGI games and +contains the maximum set of common words. + +If the dictionary is detected, the Predictive Input Dialog is displayed either +when you click on the command line area (wherever keyboard input is required, +even in dialog boxes), or in some ports by pressing a designated hot key. + +The predictive input dialog operates in three modes, switchable by the +(*)Pre/123/Abc button. The primary input method is the predictive mode (Pre) +which resembles the way "fast typing" is performed at phones. The alphabet is +divided into 9 sets which naturally map to the 9 number keys of the numeric +keypad (0 is space). To type in a word, you press once the number of the set +which contains the letter of the word you intend to type, then move on to the +next. For example, to type the command 'look', you should press 5665. As you +gradually type the intended word's numeric code, the dictionary is accessed for +known words matching your input up to that point. As you press more keys, the +prediction converges to the correct word. This is why the printed word may +change dramatically between key presses. There exist situations though where +more than one words share the same numeric representation. For example the +words 'quit' and 'suit' map to the same number, namely 7848. In these cases the +(#)next button lights up. By pressing it, you can cycle through the list of +words sharing the same code and finally accept the correct one by pressing +(0)space or the Ok button. + +The second input method (123) is the numeric input: Each key you press is +entered verbatim as a number. + +The third input method (Abc) is the Multi-tap Alpha input mode. This mode is +intended for entering free text, without assistance from the dictionary scheme +of predictive (Pre) mode. The text is entered one letter at the time. For each +letter first press the number of the set which contains the letter you want, +then use the (#)next button to cycle through the letters and repeat with +another number. For example, to enter the word 'look' you must press the +following: 5##6##6##5# + +The dialog is fully usable with the mouse, but a few provisions have been made +in some ScummVM ports to make its use more comfortable by naturally mapping the +functionality to the numeric keypad. Also, the dialog's buttons can be +navigated with the arrow and the enter keys. 3.16) Known Problems: ----- --------------- |