[Scummvm-cvs-logs] SF.net SVN: scummvm:[45211] scummvm/trunk/engines/sci/engine/kgraphics.cpp

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Sun Oct 18 12:21:54 CEST 2009


Revision: 45211
          http://scummvm.svn.sourceforge.net/scummvm/?rev=45211&view=rev
Author:   thebluegr
Date:     2009-10-18 10:21:53 +0000 (Sun, 18 Oct 2009)

Log Message:
-----------
Limited the speed throttler in kAnimate to work on SCI0-SCI1. SCI1.1 games seem to work fine without it, and disabling it removes the very long delay at the Sierra logo in QFG3

Modified Paths:
--------------
    scummvm/trunk/engines/sci/engine/kgraphics.cpp

Modified: scummvm/trunk/engines/sci/engine/kgraphics.cpp
===================================================================
--- scummvm/trunk/engines/sci/engine/kgraphics.cpp	2009-10-17 23:52:57 UTC (rev 45210)
+++ scummvm/trunk/engines/sci/engine/kgraphics.cpp	2009-10-18 10:21:53 UTC (rev 45211)
@@ -941,23 +941,27 @@
 	// FIXME: qfg3 gets broken by this, BUT even changing neededSleep to 2 still makes it somewhat broken (palette animation
 	//  isnt working)
 
-	// 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;
+	// This speed throttler seems to cause issues in SCI1.1 games (e.g. the Sierra logo in QFG3, it stays there for ages).
+	// No observable side effects have been noted in SCI1.1 when this is disabled, so it has been limited to SCI0-SCI1
+	if (getSciVersion() < SCI_VERSION_1_1) {
+		// 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;
-	}
+		// 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;
+		if (duration < neededSleep) {
+			gfxop_sleep(s->gfx_state, neededSleep - duration);
+			s->_lastAnimateTime = g_system->getMillis();
+		} else {
+			s->_lastAnimateTime = curTime;
+		}
 	}
 
 	return s->r_acc;


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