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-rw-r--r--engines/sci/engine/kgraphics.cpp37
-rw-r--r--engines/sci/engine/kmisc.cpp28
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;