[Scummvm-tracker] [ScummVM :: Bugs] #15126: AGI: KQ3: Intro Text Goes by Too Quickly
ScummVM :: Bugs
trac at scummvm.org
Tue May 14 04:32:02 UTC 2024
#15126: AGI: KQ3: Intro Text Goes by Too Quickly
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Reporter: ArthurWalden | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: AGI
Version: | Resolution:
Keywords: kq3, introduction text, cycles | Game: King's Quest 3
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Comment (by eriktorbjorn):
I committed a fix yesterday which I hope fixes it:
https://github.com/scummvm/scummvm/commit/da8e500bd7ad6c7b72d1b7de68bf2908a5555344
If I'm correct, this is a regression from this commit:
https://github.com/scummvm/scummvm/commit/32ca051485d6bce0939d8fec0676a1fd5d537fc2
Which changed the engine from using 20 cycles per second to 40. But
TextMgr::messageBox() still assumed it was 20 cycles per second, and
that's what I've changed.
We're lucky in that the King's Quest III source code has been unofficially
preserved at https://github.com/historicalsource/kings-quest-3 so we can
see what the original intention was. In RM46.CG it states that the delays
are "half-seconds message is displayed":
{{{
%define message.1.seconds 31 [ half-seconds
message is displayed
%define message.2.seconds 26
%define message.3.seconds 12
%define message.4.seconds 42
%define message.5.seconds 24
}}}
And these are the exact delays we see in the aforementioned messageBox()
function. I tried timing it with my change, and I see delays of about
15.5, 13.0, 6.0, 21.0, and 12.0 seconds. So I figure my change does the
right thing, even if someone later decides it was wrong. And it only
affects the messageBox() function, so it shouldn't break anything.
At least not in King's Quest III. I don't know about other AGI games.
--
Ticket URL: <https://bugs.scummvm.org/ticket/15126#comment:3>
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