diff options
author | Strangerke | 2015-12-16 19:59:14 +0100 |
---|---|---|
committer | Willem Jan Palenstijn | 2015-12-23 21:34:07 +0100 |
commit | eb6854e2c75fe0abd4abc1aca0ad7567804900a0 (patch) | |
tree | 7d902f0613fb12406673db0593449032ca51c516 /engines/lab/anim.cpp | |
parent | 5ed11d721c170a762cea775580fef5eef175c53a (diff) | |
download | scummvm-rg350-eb6854e2c75fe0abd4abc1aca0ad7567804900a0.tar.gz scummvm-rg350-eb6854e2c75fe0abd4abc1aca0ad7567804900a0.tar.bz2 scummvm-rg350-eb6854e2c75fe0abd4abc1aca0ad7567804900a0.zip |
LAB: Add a short delay when changing screen so that the text is readable when changing screens
Diffstat (limited to 'engines/lab/anim.cpp')
-rw-r--r-- | engines/lab/anim.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/engines/lab/anim.cpp b/engines/lab/anim.cpp index db5e3b313b..d1b79a2260 100644 --- a/engines/lab/anim.cpp +++ b/engines/lab/anim.cpp @@ -317,9 +317,14 @@ void Anim::readDiff(byte *buffer, bool playOnce, bool onlyDiffData) { _headerdata._depth = *_diffFile; _diffFile++; _headerdata._fps = *_diffFile; + // HACK: The original game defines a 1 second delay when changing screens, which is - // very annoying. In this case, we just set it to no delay, to make the game a bit - // less frustrating + // very annoying. We first removed the delay, but it looked wrong when changing screens + // as it was possible to see that something was displayed, without being able to tell + // what it was. A shorter delay (150ms) makes it acceptable during gameplay and + // readable. The big question is: do we need that message? + g_system->delayMillis(150); + if (_headerdata._fps == 1) _headerdata._fps = 0; _diffFile++; |