diff options
Diffstat (limited to 'engines/agi/cycle.cpp')
-rw-r--r-- | engines/agi/cycle.cpp | 22 |
1 files changed, 21 insertions, 1 deletions
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp index 19aca6f2c4..4148306de2 100644 --- a/engines/agi/cycle.cpp +++ b/engines/agi/cycle.cpp @@ -353,7 +353,7 @@ int AgiEngine::playGame() { if (appleIIgsDelayOverwrite->gameId == getGameID()) break; // game found appleIIgsDelayOverwrite++; - } + } } do { @@ -413,7 +413,27 @@ int AgiEngine::playGame() { } } + // Increment the delay value by one, so that we wait for at least 1 cycle + // In Original AGI 1 cycle was 50 milliseconds, so 20 frames per second + // So TIME_DELAY 1 resulted in around 20 frames per second + // 2 resulted in around 10 frames per second + // 0 however resulted in no limits at all, so the game ran as fast as possible + // We obviously do not want the game to run as fast as possible, so we will use 40 frames per second instead. + timeDelay = timeDelay * 2; + if (!timeDelay) + timeDelay = 1; + + // Our cycle counter runs at 25 milliseconds. + // So time delay has to be 1 for the originally unlimited speed - for our 40 fps + // 2 for 20 frames per second + // 4 for 10 frames per second + // and so on. + if (_passedPlayTimeCycles >= timeDelay) { + // code to check for executed cycles + // TimeDate time; + // g_system->getTimeAndDate(time); + // warning("cycle %d", time.tm_sec); inGameTimerResetPassedCycles(); interpretCycle(); |