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authorMartin Kiewitz2017-02-10 19:43:16 +0100
committerMartin Kiewitz2017-02-10 19:43:16 +0100
commiteeaddfb20aa3e03aaa5f5bffe54178b046489661 (patch)
treebf533877112b9a56e542e5e6f033f516e2ecb7ba /engines/agi
parent4872c0dadf72e9bb20db21651240692c7674a01d (diff)
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AGI: Make MH1 nightclub arcade sequence slower for AppleIIgs
Thanks waltervn for pointing this issue out AppleIIgs adjustment tables had to be extended, because the first 3 arcade sequences were running way too fast, while the last one ran fine and all of those are part of one single room.
Diffstat (limited to 'engines/agi')
-rw-r--r--engines/agi/appleIIgs_timedelay_overwrite.h54
-rw-r--r--engines/agi/cycle.cpp17
-rw-r--r--engines/agi/picture.h2
3 files changed, 41 insertions, 32 deletions
diff --git a/engines/agi/appleIIgs_timedelay_overwrite.h b/engines/agi/appleIIgs_timedelay_overwrite.h
index c24d7cb5bd..06b94bf3fc 100644
--- a/engines/agi/appleIIgs_timedelay_overwrite.h
+++ b/engines/agi/appleIIgs_timedelay_overwrite.h
@@ -28,46 +28,50 @@ namespace Agi {
struct AgiAppleIIgsDelayOverwriteRoomEntry {
int16 fromRoom;
int16 toRoom;
- int16 timeDelayOverwrite; // time delay here is like on PC, so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles
- bool onlyWhenPlayerNotInControl;
+ int16 activePictureNr; // resource number of current active background picture
+ int16 timeDelayOverwrite; // time delay here is like on PC
+ // so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
+ bool onlyWhenPlayerNotInControl; // only sets spee, when play is not in control
};
struct AgiAppleIIgsDelayOverwriteGameEntry {
uint32 gameId;
- int16 defaultTimeDelayOverwrite; // time delay here is like on PC, so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles
- const AgiAppleIIgsDelayOverwriteRoomEntry *roomTable;
+ int16 defaultTimeDelayOverwrite; // time delay here is like on PC
+ // so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
+ const AgiAppleIIgsDelayOverwriteRoomEntry *roomTable; // pointer to room table (optional)
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteKQ4[] = {
- { 120, 121, -1, true }, // Part of the intro: Graham gets his hat, throws it and breaks down, don't touch speed (3 is set)
- { 128, 128, -1, true }, // Part of the intro: first actual room for gameplay, but during intro, don't touch speed (3 is set)
- { 92, 92, -1, true }, // Part of caught by gargoyle w/ Lolotte cutscene (3 is set)
+ { 120, 121, -1, -1, true }, // Part of the intro: Graham gets his hat, throws it and breaks down, don't touch speed (3 is set)
+ { 128, 128, -1, -1, true }, // Part of the intro: first actual room for gameplay, but during intro, don't touch speed (3 is set)
+ { 92, 92, -1, -1, true }, // Part of caught by gargoyle w/ Lolotte cutscene (3 is set)
// room 54 sets the speed for a short time to 3 right after entering "clean" command. It doesn't seem to hurt that we switch it down to 2
// room 92 is dual use, part of cutscenes, part of gameplay, that's why we only stop touching it, when player is not in control
- { 135, 135, -1, true }, // Part of ending cutscene. Don't touch speed (3 is set)
- { -1, -1, -1, false }
+ { 135, 135, -1, -1, true }, // Part of ending cutscene. Don't touch speed (3 is set)
+ { -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteMH1[] = {
- //{ 153, 153, 2, false }, // Intro w/ credits
- //{ 104, 104, 2, false }, // Intro cutscene
- //{ 117, 117, 2, false }, // Intro cutscene (ego waking up)
- { 114, 114, -1, false }, // interactive MAD map
- { 124, 125, -1, false }, // MAD during intro (tracking), seem to work properly at given speed
- { 132, 133, -1, false }, // MAD day 2 intro (tracking)
- { 137, 137, -1, false }, // Night Club 4th arcade game - game sets speed to 7
- { 115, 116, -1, false }, // MAD day 3 intro (tracking)
- { 148, 148, -1, false }, // day 3: arcade sequence under pawn shop (game sets speed to 6)
- { 103, 103, -1, false }, // MAD day 4 intro (tracking)
- { 105, 105, -1, false }, // day 4 tracking mini game right at the start (game sets speed to 3)
- { 107, 107, -1, false }, // MAD day 4 intro (tracking)
- { 112, 112, -1, false }, // MAD day 4 intro (tracking)
- { -1, -1, -1, false }
+ //{ 153, 153, -1, 2, false }, // Intro w/ credits
+ //{ 104, 104, -1, 2, false }, // Intro cutscene
+ //{ 117, 117, -1, 2, false }, // Intro cutscene (ego waking up)
+ { 114, 114, -1, -1, false }, // interactive MAD map
+ { 124, 125, -1, -1, false }, // MAD during intro (tracking), seem to work properly at given speed
+ { 132, 133, -1, -1, false }, // MAD day 2 intro (tracking)
+ { 137, 137, 17, -1, false }, // Night Club 4th arcade game - game sets speed to 7, needs to run that slow to be playable
+ { 137, 137, -1, 4, false }, // Night Club first few arcade games - game sets speed to 0, we need to fix it
+ { 115, 116, -1, -1, false }, // MAD day 3 intro (tracking)
+ { 148, 148, -1, -1, false }, // day 3: arcade sequence under pawn shop (game sets speed to 6)
+ { 103, 103, -1, -1, false }, // MAD day 4 intro (tracking)
+ { 105, 105, -1, -1, false }, // day 4 tracking mini game right at the start (game sets speed to 3)
+ { 107, 107, -1, -1, false }, // MAD day 4 intro (tracking)
+ { 112, 112, -1, -1, false }, // MAD day 4 intro (tracking)
+ { -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteSQ2[] = {
- { 1, 1, -1, false }, // Intro: space ship entering space port, don't touch speed
- { -1, -1, -1, false }
+ { 1, 1, -1, -1, false }, // Intro: space ship entering space port, don't touch speed
+ { -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteGameEntry appleIIgsDelayOverwriteGameTable[] = {
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index 4148306de2..d09a9501d6 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -377,19 +377,22 @@ int AgiEngine::playGame() {
// Now check, if we got a time delay overwrite entry for current room
if (appleIIgsDelayOverwrite->roomTable) {
byte curRoom = getVar(VM_VAR_CURRENT_ROOM);
+ int16 curPictureNr = _picture->getResourceNr();
appleIIgsDelayRoomOverwrite = appleIIgsDelayOverwrite->roomTable;
while (appleIIgsDelayRoomOverwrite->fromRoom >= 0) {
if ((appleIIgsDelayRoomOverwrite->fromRoom <= curRoom) && (appleIIgsDelayRoomOverwrite->toRoom >= curRoom)) {
- if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
- if (_game.playerControl) {
- // Player is actually currently in control? -> then skip this entry
- appleIIgsDelayRoomOverwrite++;
- continue;
+ if ((appleIIgsDelayRoomOverwrite->activePictureNr == curPictureNr) || (appleIIgsDelayRoomOverwrite->activePictureNr == -1)) {
+ if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
+ if (_game.playerControl) {
+ // Player is actually currently in control? -> then skip this entry
+ appleIIgsDelayRoomOverwrite++;
+ continue;
+ }
}
+ timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
+ break;
}
- timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
- break;
}
appleIIgsDelayRoomOverwrite++;
}
diff --git a/engines/agi/picture.h b/engines/agi/picture.h
index dfc505d8d0..2cb5bfabc8 100644
--- a/engines/agi/picture.h
+++ b/engines/agi/picture.h
@@ -64,6 +64,8 @@ class PictureMgr {
public:
PictureMgr(AgiBase *agi, GfxMgr *gfx);
+ int16 getResourceNr() { return _resourceNr; };
+
private:
void draw_xCorner(bool skipOtherCoords = false);
void yCorner(bool skipOtherCoords = false);