[Scummvm-git-logs] scummvm master -> 61f07c13d3e2f0b3967eeb43523855493f7f89d6

csnover csnover at users.noreply.github.com
Sat Jun 10 19:36:54 CEST 2017


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:
61f07c13d3 SCI: Start engine at tick 1


Commit: 61f07c13d3e2f0b3967eeb43523855493f7f89d6
    https://github.com/scummvm/scummvm/commit/61f07c13d3e2f0b3967eeb43523855493f7f89d6
Author: Colin Snover (github.com at zetafleet.com)
Date: 2017-06-10T12:28:21-05:00

Commit Message:
SCI: Start engine at tick 1

In SSCI, games could never start at tick 0 because the video
benchmarking code on game startup would take several ticks to
run. In ScummVM, where the benchmarking code is disabled, it
becomes possible for games to start at tick 0. This can break a
lot of kernel code, which uses tick 0 as a special value
indicating that a feature is not active. For example, in GK2,
the music at the start of the game will not fade in on systems
that are fast enough to start audio playback at tick 0, since
a fade start tick of 0 is used to indicate audio fade is disabled.

Fixes Trac#9830.

Changed paths:
    engines/sci/sci.cpp


diff --git a/engines/sci/sci.cpp b/engines/sci/sci.cpp
index 655721d..2226cdd 100644
--- a/engines/sci/sci.cpp
+++ b/engines/sci/sci.cpp
@@ -644,7 +644,7 @@ void SciEngine::initStackBaseWithSelector(Selector selector) {
 }
 
 void SciEngine::runGame() {
-	setTotalPlayTime(0);
+	setTotalPlayTime(17);
 
 	initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
 





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