aboutsummaryrefslogtreecommitdiff
path: root/engines/sci/engine/scriptdebug.cpp
diff options
context:
space:
mode:
authorColin Snover2017-06-10 12:28:21 -0500
committerColin Snover2017-06-10 12:28:21 -0500
commit61f07c13d3e2f0b3967eeb43523855493f7f89d6 (patch)
treea193b67ca53c2516362bd495f9fc59701b099bf6 /engines/sci/engine/scriptdebug.cpp
parent4cfb93c227f916a059c3000cbdde800967777854 (diff)
downloadscummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.tar.gz
scummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.tar.bz2
scummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.zip
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.
Diffstat (limited to 'engines/sci/engine/scriptdebug.cpp')
0 files changed, 0 insertions, 0 deletions