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| author | Max Horn | 2003-05-01 00:04:05 +0000 |
|---|---|---|
| committer | Max Horn | 2003-05-01 00:04:05 +0000 |
| commit | 48293bd132159d73c6e2ed512e44f5f1a80b84e4 (patch) | |
| tree | 1a307a3769c5d33557fa62419e2efd2f6e943977 /scumm/scummvm.cpp | |
| parent | e3acde9f9c9cf0bfc3bd72424b70b756189bc5a3 (diff) | |
| download | scummvm-rg350-48293bd132159d73c6e2ed512e44f5f1a80b84e4.tar.gz scummvm-rg350-48293bd132159d73c6e2ed512e44f5f1a80b84e4.tar.bz2 scummvm-rg350-48293bd132159d73c6e2ed512e44f5f1a80b84e4.zip | |
various music related changes and cleanup; also modified MonkeyVGA music sync, at least the intro is much better synced now; not sure about other parts of it / other games
svn-id: r7237
Diffstat (limited to 'scumm/scummvm.cpp')
| -rw-r--r-- | scumm/scummvm.cpp | 43 |
1 files changed, 24 insertions, 19 deletions
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp index 6ea7df9b2a..d9c2f67332 100644 --- a/scumm/scummvm.cpp +++ b/scumm/scummvm.cpp @@ -699,7 +699,7 @@ void Scumm::initScummVars() { // Setup light _vars[VAR_CURRENT_LIGHTS] = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen; } else { - _vars[VAR_V6_EMSSPACE] = 10000; + _vars[VAR_V6_EMSSPACE] = 10000; } if (_features & GF_AFTER_V8) { // Fixme: How do we deal with non-cd installs? @@ -725,8 +725,6 @@ void Scumm::checkRange(int max, int min, int no, const char *str) { } int Scumm::scummLoop(int delta) { - static int counter = 0; - #ifndef _WIN32_WCE if (_debugger) _debugger->on_frame(); @@ -771,23 +769,30 @@ int Scumm::scummLoop(int delta) { _vars[VAR_MOUSE_Y] = mouse.y; _vars[VAR_DEBUGMODE] = _debugMode; - if (_gameId == GID_MONKEY_VGA) { - // FIXME: Is all this really necessary now? - if (delta == 1) - _vars[VAR_MI1_TIMER]++; - else if (++counter != 2) - _vars[VAR_MI1_TIMER] += 5; - else { - counter = 0; - _vars[VAR_MI1_TIMER] += 6; - } - } else if (_features & GF_AUDIOTRACKS) { - _vars[VAR_MI1_TIMER] = _sound->readCDTimer(); - } else if ((_features & GF_OLD256) || (_features & GF_16COLOR)) { - - if(tempMusic == 3) { + if (_features & GF_AUDIOTRACKS) { + // Covered automatically by the Sound class + } else if ((_features & GF_OLD256) || (_features & GF_16COLOR) || (_gameId == GID_MONKEY_VGA)) { + // Original values: + //const int ITERATIONS = 4; + //const int INCREMENT = 1; + + // This function (scummLoop) is invoked roughly every delta*15 milliseconds. + // In GID_MONKEY_VGA, delta usually is 5 or 6, hence this function is called + // every 75-90 ms. + // With the original values, we incremented VAR_MUSIC_TIMER every fourth + // iteration by 1. That corresponds to a time interval of 18.75 / 22.5 ms. + // + // With the new values, we have a ratio of 3/11 = 0.272727... which makes + // the GID_MONKEY_VGA intro synced quite perfectly on my system. But I am not sure + // which impact this might have on other games, or on other parts in MI. + // However, even with the 4/1 values this seems much better than the old code + // for handling GID_MONKEY_VGA... + const int ITERATIONS = 11; + const int INCREMENT = 3; + + if (tempMusic == ITERATIONS-1) { tempMusic = 0; - _vars[VAR_MUSIC_FLAG]++; + _vars[VAR_MUSIC_TIMER] += INCREMENT; } else { tempMusic++; } |
