diff options
Diffstat (limited to 'engines/sci')
-rw-r--r-- | engines/sci/engine/kgraphics.cpp | 37 | ||||
-rw-r--r-- | engines/sci/engine/kmisc.cpp | 28 |
2 files changed, 10 insertions, 55 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp index e22637d2bd..fe2ac41058 100644 --- a/engines/sci/engine/kgraphics.cpp +++ b/engines/sci/engine/kgraphics.cpp @@ -949,43 +949,6 @@ reg_t kAnimate(EngineState *s, int argc, reg_t *argv) { s->_gui->animate(castListReference, cycle, argc, argv); - // FIXME? currenty this speed throttling causes flickering in kq6 (when looking at the box) - // this will get possibly fixed when reanimate and real cel updates within kAnimate are implemented - - // At least kq1 gets broken by the throttler (actually "just" some animations are missing cause the game thinks we are - // too slow, so also disable us for SCI0 and SCI01 games - if (getSciVersion() <= SCI_VERSION_01) - return s->r_acc; - - // FIXME: qfg3 gets broken by this, BUT even changing neededSleep to 2 still makes it somewhat broken (palette animation - // isnt working) - - 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; - } - - // 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; } diff --git a/engines/sci/engine/kmisc.cpp b/engines/sci/engine/kmisc.cpp index 3e03e19668..43cc57ee0b 100644 --- a/engines/sci/engine/kmisc.cpp +++ b/engines/sci/engine/kmisc.cpp @@ -44,6 +44,8 @@ reg_t kRestartGame(EngineState *s, int argc, reg_t *argv) { return NULL_REG; } +void gfxop_sleep(GfxState *gfx, uint32 duration); + /* kGameIsRestarting(): ** Returns the restarting_flag in acc */ @@ -55,25 +57,15 @@ reg_t kGameIsRestarting(EngineState *s, int argc, reg_t *argv) { s->restarting_flags &= ~SCI_GAME_WAS_RESTARTED; } - if (getSciVersion() <= SCI_VERSION_01) { - // Do speed throttling for SCI0/SCI01 games in here, actually just a test if lsl3 pushups get fixed that way - 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; - } + uint32 curTime = g_system->getMillis(); + uint32 duration = curTime - s->_lastAnimateTime; + uint32 neededSleep = 30; - if (duration < neededSleep) { - g_system->delayMillis(neededSleep - duration); - s->_lastAnimateTime = g_system->getMillis(); - } else { - s->_lastAnimateTime = curTime; - } + if (duration < neededSleep) { + gfxop_sleep(s->gfx_state, neededSleep - duration); + s->_lastAnimateTime = g_system->getMillis(); + } else { + s->_lastAnimateTime = curTime; } return s->r_acc; |