[Scummvm-tracker] [ScummVM] #6193: SCI: SQ4 title screen skipping too quickly in EGA version

ScummVM trac at scummvm.org
Thu Mar 14 22:08:01 CET 2019


#6193: SCI: SQ4 title screen skipping too quickly in EGA version
----------------------------+-------------------------
  Reporter:  misterhands    |      Owner:  bluegr
      Type:  defect         |     Status:  new
  Priority:  normal         |  Component:  Engine: SCI
Resolution:                 |   Keywords:
      Game:  Space Quest 4  |
----------------------------+-------------------------

Comment (by sluicebox):

 There are two things going on:

 1. The workaround in 99de89c974fc24bf58b034842750e522d7d441d4 isn't
 applied to EGA versions. It occurs at the end of kPaletteAnimate(), but
 that function starts with:

 {{{
 // Palette animation in non-VGA SCI1 games has been removed
 if (g_sci->_gfxPalette16->getTotalColorCount() < 256)
         return s->r_acc;
 }}}

 Moving the SQ4 workaround ahead of this check causes it to be applied to
 the EGA version. But...

 2. Starting in the EGA version, Sierra changed the intro script to test
 how many colors are available and adjust the delay accordingly. If there
 are 16 colors or less then the while loop is increased from 200 iterations
 to 10000. Without the ScummVM workaround this increase doesn't make a
 difference, it goes too fast either way, but with the sleep(10) workaround
 applied, the title screen lasts almost 2 minutes!

 I tested moving the workaround and patching out the EGA intro script 100
 and the result is that the intro runs in ScummVM with the same timing as
 the VGA version. It looks like the intro is the only script that added
 dynamic timing based on number of colors. The comments for the existing
 workaround list a number of rooms that benefit from it so I assume those
 are also going too fast right now in EGA.

 I'm under the impression the Japanese version is also 16 colors, it might
 have the same issues.

-- 
Ticket URL: <https://bugs.scummvm.org/ticket/6193#comment:9>
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