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authorMartin Kiewitz2016-10-12 21:48:35 +0200
committerMartin Kiewitz2016-10-12 21:48:35 +0200
commit32ca051485d6bce0939d8fec0676a1fd5d537fc2 (patch)
treef160416cae5e7270594dc8a79be7b5d38d5831fa /engines/agi/cycle.cpp
parenteef7d91fe1631e44cb5909fb6d0121f18587b637 (diff)
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AGI: Make TIME_DELAY 0 to set the game to 40 fps
Original AGI TIME_DELAY 0 made the game run as fast as possible. We didn't go that far, but it still seems to run too fast. This should hopefully fix that. See bug #9607
Diffstat (limited to 'engines/agi/cycle.cpp')
-rw-r--r--engines/agi/cycle.cpp20
1 files changed, 20 insertions, 0 deletions
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index 381c462ade..4148306de2 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -413,7 +413,27 @@ int AgiEngine::playGame() {
}
}
+ // Increment the delay value by one, so that we wait for at least 1 cycle
+ // In Original AGI 1 cycle was 50 milliseconds, so 20 frames per second
+ // So TIME_DELAY 1 resulted in around 20 frames per second
+ // 2 resulted in around 10 frames per second
+ // 0 however resulted in no limits at all, so the game ran as fast as possible
+ // We obviously do not want the game to run as fast as possible, so we will use 40 frames per second instead.
+ timeDelay = timeDelay * 2;
+ if (!timeDelay)
+ timeDelay = 1;
+
+ // Our cycle counter runs at 25 milliseconds.
+ // So time delay has to be 1 for the originally unlimited speed - for our 40 fps
+ // 2 for 20 frames per second
+ // 4 for 10 frames per second
+ // and so on.
+
if (_passedPlayTimeCycles >= timeDelay) {
+ // code to check for executed cycles
+ // TimeDate time;
+ // g_system->getTimeAndDate(time);
+ // warning("cycle %d", time.tm_sec);
inGameTimerResetPassedCycles();
interpretCycle();