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authorStrangerke2015-12-16 19:59:14 +0100
committerWillem Jan Palenstijn2015-12-23 21:34:07 +0100
commiteb6854e2c75fe0abd4abc1aca0ad7567804900a0 (patch)
tree7d902f0613fb12406673db0593449032ca51c516 /engines/lab/anim.cpp
parent5ed11d721c170a762cea775580fef5eef175c53a (diff)
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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.cpp9
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++;