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author | Filippos Karapetis | 2009-10-18 10:40:36 +0000 |
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committer | Filippos Karapetis | 2009-10-18 10:40:36 +0000 |
commit | a10929594d951ec31d8f4e4ec0e17178ca0d8a58 (patch) | |
tree | 6d73d401a10652f7e8c60e2009735cb85abab221 /engines/sci/engine | |
parent | cdf6ea603f12dc5aec33f0155823cf94fa4ca1c4 (diff) | |
download | scummvm-rg350-a10929594d951ec31d8f4e4ec0e17178ca0d8a58.tar.gz scummvm-rg350-a10929594d951ec31d8f4e4ec0e17178ca0d8a58.tar.bz2 scummvm-rg350-a10929594d951ec31d8f4e4ec0e17178ca0d8a58.zip |
Re-enabled the speed throttler for SCI1.1 games again, as disabling it makes CPU load spike up in some of them (e.g. LSL6). Added a workaround for the Sierra logo scene in QFG3, too
svn-id: r45215
Diffstat (limited to 'engines/sci/engine')
-rw-r--r-- | engines/sci/engine/kgraphics.cpp | 43 |
1 files changed, 23 insertions, 20 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp index 41202f4bc8..c7e44028f5 100644 --- a/engines/sci/engine/kgraphics.cpp +++ b/engines/sci/engine/kgraphics.cpp @@ -941,27 +941,30 @@ reg_t kAnimate(EngineState *s, int argc, reg_t *argv) { // FIXME: qfg3 gets broken by this, BUT even changing neededSleep to 2 still makes it somewhat broken (palette animation // isnt working) - // This speed throttler seems to cause issues in SCI1.1 games (e.g. the Sierra logo in QFG3, it stays there for ages). - // No observable side effects have been noted in SCI1.1 when this is disabled, so it has been limited to SCI0-SCI1 - if (getSciVersion() < SCI_VERSION_1_1) { - // Do some speed throttling to calm down games that rely on counting cycles - uint32 curTime = g_system->getMillis(); - uint32 duration = curTime - s->_lastAnimateTime; - uint32 neededSleep = 40; - - // We are doing this, so that games like sq3 dont think we are running too slow and will remove details (like - // animated sierra logo at the beginning). Hopefully this wont cause regressions with pullups in lsl3 (FIXME?) - if (s->_lastAnimateCounter < 10) { - s->_lastAnimateCounter++; - neededSleep = 8; - } + if (s->_gameName == "qfg3" && s->currentRoomNumber() == 130) { + // Disable the speed throttler for QFG3, room 130 (the Sierra logo). + // kAnimate is called loads of times in that room, and adding any delay here + // will make that scene seem like it's stuck (the player needs to wait 5 mins or so) + return s->r_acc; + } - if (duration < neededSleep) { - gfxop_sleep(s->gfx_state, neededSleep - duration); - s->_lastAnimateTime = g_system->getMillis(); - } else { - s->_lastAnimateTime = curTime; - } + // Do some speed throttling to calm down games that rely on counting cycles + uint32 curTime = g_system->getMillis(); + uint32 duration = curTime - s->_lastAnimateTime; + uint32 neededSleep = 40; + + // We are doing this, so that games like sq3 dont think we are running too slow and will remove details (like + // animated sierra logo at the beginning). Hopefully this wont cause regressions with pullups in lsl3 (FIXME?) + if (s->_lastAnimateCounter < 10) { + s->_lastAnimateCounter++; + neededSleep = 8; + } + + if (duration < neededSleep) { + gfxop_sleep(s->gfx_state, neededSleep - duration); + s->_lastAnimateTime = g_system->getMillis(); + } else { + s->_lastAnimateTime = curTime; } return s->r_acc; |