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authorPaul Gilbert2011-08-10 18:38:06 +1000
committerPaul Gilbert2011-08-10 18:38:06 +1000
commit7ae8f8ce69ba27b4ee2c1b42dcb624d59edcdfe0 (patch)
tree2134b560f83e95ab4d750f683b2ef657620fa8b4 /engines
parentde40ab5e0a24de6139be41f58399b83545a0928d (diff)
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CGE: Decrease delay amounts to give better precision for frame execution
Diffstat (limited to 'engines')
-rw-r--r--engines/cge/cge_main.cpp2
-rw-r--r--engines/cge/vga13h.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/engines/cge/cge_main.cpp b/engines/cge/cge_main.cpp
index 6fed0b73ce..71acd2a522 100644
--- a/engines/cge/cge_main.cpp
+++ b/engines/cge/cge_main.cpp
@@ -1423,7 +1423,7 @@ void CGEEngine::handleFrame() {
}
// Slight delay
- g_system->delayMillis(10);
+ g_system->delayMillis(5);
millis = g_system->getMillis();
}
_lastFrame = millis;
diff --git a/engines/cge/vga13h.cpp b/engines/cge/vga13h.cpp
index b1858c0cbe..7c11653c4e 100644
--- a/engines/cge/vga13h.cpp
+++ b/engines/cge/vga13h.cpp
@@ -897,7 +897,7 @@ void Vga::setStatAdr() {
void Vga::waitVR(bool on) {
// Since some of the game parts rely on using vertical sync as a delay mechanism,
// we're introducing a short delay to simulate it
- g_system->delayMillis(10);
+ g_system->delayMillis(5);
}