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authorColin Snover2017-06-10 12:28:21 -0500
committerColin Snover2017-06-10 12:28:21 -0500
commit61f07c13d3e2f0b3967eeb43523855493f7f89d6 (patch)
treea193b67ca53c2516362bd495f9fc59701b099bf6
parent4cfb93c227f916a059c3000cbdde800967777854 (diff)
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SCI: Start engine at tick 1
In SSCI, games could never start at tick 0 because the video benchmarking code on game startup would take several ticks to run. In ScummVM, where the benchmarking code is disabled, it becomes possible for games to start at tick 0. This can break a lot of kernel code, which uses tick 0 as a special value indicating that a feature is not active. For example, in GK2, the music at the start of the game will not fade in on systems that are fast enough to start audio playback at tick 0, since a fade start tick of 0 is used to indicate audio fade is disabled. Fixes Trac#9830.
-rw-r--r--engines/sci/sci.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sci/sci.cpp b/engines/sci/sci.cpp
index 655721d2ed..2226cdd63c 100644
--- a/engines/sci/sci.cpp
+++ b/engines/sci/sci.cpp
@@ -644,7 +644,7 @@ void SciEngine::initStackBaseWithSelector(Selector selector) {
}
void SciEngine::runGame() {
- setTotalPlayTime(0);
+ setTotalPlayTime(17);
initStackBaseWithSelector(SELECTOR(play)); // Call the play selector