I'd also like to add that NVDA has some of the best windows command
line support I've found. When reviewing the command line, unlike some
screen readers you don't have to mess around with virtual cursors and
other nonsense and the review keys are all  only a single key press.
Incoming text is automaticly spoken as well.

On 10/18/12, Rynhardt Kruger <[email protected]> wrote:
> Hi,
>
> If you have the "review follows caret" setting turned on in NVDA (as it is
> by default), your review cursor should already be inside the command prompt
> window, no need to press NVDA+7. The review cursor will actually follow the
> position of the caret in the command line window, so you can just press
> numpad7 a few times to read the previous lines of output after typing a
> command (much like you would do with Speakup). Also note that you can use
> shift+numpad7 and shift+numpad9 to move to the top or bottom of the output
> window. Overall I prefer the NVDA keys for reading command line output as it
> is much like the keys used by Orca and Speakup.
>
> Take care,
>
> Rynhardt
>
> * Thomas Ward <[email protected]> [121018 19:44]:
>> Hi Dark,
>>
>> Correct. With NVDA screen review is something of a hassle. Its not
>> just one or two key presses more. Its a bit more involved than that
>> for any kind of text based game.
>>
>> For example, let's assume I'm playing a text based game in the command
>> prompt window. A menu pops up. I have to press insert+7 on the number
>> pad to route the NVDA curser to the screen. Then press 7 a few times
>> to get to the top of the screen. Then I will read the screen line by
>> line with the 9 key. As you can see that's a good deal more
>> complicated than a couple of extra key presses. I certainly don't
>> blame people for finding that less than desirable.
>>
>> I suppose an NVDA user can speed things up by pressing insert+b which
>> will read the entire screen from top to bottom, but that also has its
>> drawbacks too. NVDA will read prior commands, any prior text messages,
>> that have scrolled to the top of the screen before reading the new
>> text which is often not something you want to read. So any game I
>> write using a text interface would have to be sure to clear the screen
>> of all that unnecessary text to make something like insert+b practical
>> as a catch all screen review command.
>>
>> Regarding menus I agree that it does seem more practical to use menus
>> when and where possible. In Oregon Trail I can definitely see where
>> the menus would come in handy when purchasing mules, wagons, rifles,
>> and ammo from the store. While the old Dos system was alright there
>> are easier ways to handle the same thing.
>>
>> For example, when buying from the store in Oregon Trail it would show
>> you how much money you had left and told you the maximum number of
>> this or that you could still buy. Then, you would enter the number of
>> items you wanted to buy up to the amount specified on the screen. A
>> menu might work better in this case because rather than having to
>> remember how many of this or that you can buy the menu will
>> automatically adjust the number of items up or down depending on your
>> current finances and number of items available in the store itself.
>>
>> Rather than saying there are 10 boxes of rifle ammo available but you
>> only have enough money for 5 boxes of ammo you could scroll to the
>> rifle ammo menu option and the minimum value will be 1 and the maximum
>> will be set to 5. You select the amount you wish to purchase from a
>> menu of options just like in Perilous Hearts.
>>
>> Cheers!
>>
>>
>> On 10/18/12, dark <[email protected]> wrote:
>> > Hi Tom.
>> >
>> > Well obviously for me there is no nostalgia value, sinse any dos games
>> > I've
>> >
>> > played like fallthru  have been on windows anyway, and to me it doesn't
>> > make
>> >
>> > a massive amount of difference in a basic turn based game such as an if
>> > style title. True, speaking turns automatically is perhaps two key
>> > presses
>> > quicker than reading the screen, but I'm so used to doing that anyway
>> > that
>> > this difference is negligeable.
>> >
>> > Though perhaps that is another point, sinse maybe for people who are
>> > less
>> > familiar with that process or don't have access to a  quick and easy
>> > virtual curser to read the screen there is a difference, ---- indeed I
>> > rather remember you making a similar point when we were discussing
>> > playing
>> >
>> > text adventure games with virtual cursers on the audiogames.net forum
>> > with
>> > respect to nvda, sinse apparently it's virtual curser isn't as user
>> > friendly
>> >
>> > as that supernova or window eyes has.
>> >
>> > Then of course, there is the fact that if you ever wanted a real time
>> > element in a game,  instant output with sapi or whatever other systems
>> > have
>> >
>> > would be much more convenient, just as it is in Jim's baseball.
>> >
>> > The menue point is sort of a general one I think, sinse to me a
>> > stratogy
>> > game like  origan trail where you have to buy and sell resources would
>> > be
>> > much quicker if I could arrow through the resources and their
>> > respective
>> > prices then choose the one that is best, rather than being asked "do
>> > you
>> > want to buy 10 units of rifles at 5 dollars each, hit y/n" or having to
>> > hit
>> >
>> > a specific key for a specific item as was the case in dos games.
>> >
>> > then again, I have no  objection to the text system either, indeed
>> > that's
>> > what I use in eamon deluxe (though in eamon deluxe it has been
>> > streamlined
>> > slightly more).
>> >
>> > So, while I'm  marginally more in favour of some sort of auto output
>> > with
>> > sapi or whatever, depending upon the game it might not be crucial,
>> > however,
>> >
>> > it does occur to me that if you have something which will be helpfull
>> > in
>> > some games but not others, it might be a good idea to  code it in
>> > anyway, so
>> >
>> > that when you do! create a game that requires it, it is there, plus it
>> > does
>> >
>> > give people the choice.
>> >
>> > Beware the grue!
>> >
>> > Dark.
>> >
>> >
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