[Scummvm-cvs-logs] scummvm branch-1-8 -> 64e363d37e6fd703800ed42e4076ec94e394475f

criezy criezy at scummvm.org
Sat Apr 16 20:05:32 CEST 2016


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
94d3757ef9 DRASCULA: Fix animations speed
64e363d37e NEWS: Add fix for Drascula animations speed


Commit: 94d3757ef9748617a2142cdd052717d079b5fa3a
    https://github.com/scummvm/scummvm/commit/94d3757ef9748617a2142cdd052717d079b5fa3a
Author: Thierry Crozat (criezy at scummvm.org)
Date: 2016-04-16T19:00:09+01:00

Commit Message:
DRASCULA: Fix animations speed

To time animations the original engine uses interrupt to get the
Real Time Clock and divides the number of clock ticks by 0.182.
Since there is approximately 18.2 ticks per second, this means
it uses values in 1/100th of a second. In ScummVM we were using
getMillis() / 20, so the animations was two times slower than in
the original.

This might fix bug #7115 Drascula: FPS are incorrect or some
frames are dropped.

Note that for the walk animation we are still not exactly using the
timing of the original. The original engines keeps each walk frames
for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM
getTime returns an integer value and as a result each walk frame is
now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i
 better than the 8.33 FPS we were getting before this commit).

 as our getTime returns integer values and thus we use
frames for 6 of 1/100th of a second while the original is slightly
faster as it kept frames for 5.7 times 1/100th of a second.

Changed paths:
    engines/drascula/drascula.cpp



diff --git a/engines/drascula/drascula.cpp b/engines/drascula/drascula.cpp
index 463f9f5..84ada08 100644
--- a/engines/drascula/drascula.cpp
+++ b/engines/drascula/drascula.cpp
@@ -902,7 +902,7 @@ void DrasculaEngine::pause(int duration) {
 }
 
 int DrasculaEngine::getTime() {
-	return _system->getMillis() / 20; // originally was 1
+	return _system->getMillis() / 10;
 }
 
 void DrasculaEngine::reduce_hare_chico(int xx1, int yy1, int xx2, int yy2, int width, int height, int factor, byte *dir_inicio, byte *dir_fin) {


Commit: 64e363d37e6fd703800ed42e4076ec94e394475f
    https://github.com/scummvm/scummvm/commit/64e363d37e6fd703800ed42e4076ec94e394475f
Author: Thierry Crozat (criezy at scummvm.org)
Date: 2016-04-16T19:03:32+01:00

Commit Message:
NEWS: Add fix for Drascula animations speed

Changed paths:
    NEWS



diff --git a/NEWS b/NEWS
index c08108a..8355c92 100644
--- a/NEWS
+++ b/NEWS
@@ -18,6 +18,8 @@ For a more comprehensive changelog of the latest experimental code, see:
    - Fixed loading savegames in the Pendulum scene.
    - Fixed wrong background for inventory items during chapter 6 in the
      Spanish version.
+   - Fixed animations speed (they were running two times slower than in the
+     original engine).
 
  Gob:
    - Fixed lock up for some games during sound initialization.






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