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-rw-r--r--engines/agi/cycle.cpp22
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();