[Scummvm-cvs-logs] scummvm master -> 3eebf2eb411ff83f87447bc4478778e1d7bc84d1

m-kiewitz m_kiewitz at users.sourceforge.net
Wed Feb 3 03:49:42 CET 2016


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
3eebf2eb41 AGI: Increase time delay for Apple IIgs


Commit: 3eebf2eb411ff83f87447bc4478778e1d7bc84d1
    https://github.com/scummvm/scummvm/commit/3eebf2eb411ff83f87447bc4478778e1d7bc84d1
Author: Martin Kiewitz (m_kiewitz at users.sourceforge.net)
Date: 2016-02-03T03:49:37+01:00

Commit Message:
AGI: Increase time delay for Apple IIgs

It seems that either Apple IIgs ran very slowly or that its
AGI interpreter didn't do the delays as on all the other platforms.
Further investigation needed
Fixes all sorts of games running now way too fast.

Changed paths:
    engines/agi/cycle.cpp



diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index 2758e52..bf48485 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -338,7 +338,19 @@ int AgiEngine::playGame() {
 
 		inGameTimerUpdate();
 
-		if (_passedPlayTimeCycles >= getVar(VM_VAR_TIME_DELAY)) {
+		uint16 timeDelay = getVar(VM_VAR_TIME_DELAY);
+
+		if (getPlatform() == Common::kPlatformApple2GS) {
+			timeDelay++;
+			// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
+			// Most games on that platform set the delay to 0, which means no delay in DOS
+			// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
+			// Normally that game runs at TIME_DELAY 1.
+			// Maybe a script patch for this game would make sense.
+			// TODO: needs further investigation
+		}
+
+		if (_passedPlayTimeCycles >= timeDelay) {
 			inGameTimerResetPassedCycles();
 
 			interpretCycle();






More information about the Scummvm-git-logs mailing list