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AGI: Added comments about Black Cauldron+KQ2, removed warning
Also removed old comments about testing needed for IIgs Also removed warning when game speed is overwritten for IIgs, b/c all games were tested and should run properly now.
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@ -71,14 +71,14 @@ static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteSQ2[] =
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};
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static const AgiAppleIIgsDelayOverwriteGameEntry appleIIgsDelayOverwriteGameTable[] = {
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{ GID_BC, 2, nullptr }, // NEEDS TESTING
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{ GID_GOLDRUSH, 2, nullptr }, // NEEDS TESTING
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{ GID_BC, 2, nullptr }, // sets the speed at the start and doesn't modify it
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{ GID_GOLDRUSH, 2, nullptr },
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{ GID_KQ1, 2, nullptr },
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// KQ2 seems to work fine at speed given by scripts
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{ GID_KQ3, 2, nullptr },
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{ GID_KQ4, 2, appleIIgsDelayOverwriteKQ4 },
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{ GID_LSL1, 2, nullptr }, // Switch Larry 1 to 10 cycles per second (that's around PC Larry 1's "normal" speed
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{ GID_MH1, 2, appleIIgsDelayOverwriteMH1 }, // NEEDS TESTING
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{ GID_MH1, 2, appleIIgsDelayOverwriteMH1 },
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{ GID_MIXEDUP, 2, nullptr },
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{ GID_PQ1, 2, nullptr },
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{ GID_SQ1, 2, nullptr }, // completed, no issues using these settings
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@ -403,7 +403,7 @@ int AgiEngine::playGame() {
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if (timeDelayOverwrite >= 0) {
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if (timeDelayOverwrite != timeDelay) {
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// delayOverwrite is not the same as the delay taken from the scripts? overwrite it
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warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);
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//warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);
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setVar(VM_VAR_TIME_DELAY, timeDelayOverwrite - 1); // adjust for Apple IIgs
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timeDelay = timeDelayOverwrite;
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@ -67,7 +67,10 @@ void AgiEngine::changePos(ScreenObjEntry *screenObj) {
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// If this is the case, it would result in some random flag getting overwritten in original AGI after the loop was
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// completed, because in original AGI loop_flag + wander_count/follow_stepSize/move_X shared the same memory location.
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// This is basically an implementation error in the original interpreter.
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// Happens in at least KQ1, when grabbing the eagle (room 22).
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// Happens in at least:
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// - BC: right at the end when the witches disappear at least on Apple IIgs (room 12, screen object 13, view 84)
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// - KQ1: when grabbing the eagle (room 22).
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// - KQ2: happened somewhere in the game, LordHoto couldn't remember exactly where
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void AgiEngine::motionActivated(ScreenObjEntry *screenObj) {
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if (screenObj->flags & fCycling) {
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// Cycling active too
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