BS1 cutscene support. Also bugfixes (don't crash if cutscene ogg unavailable)

svn-id: r12465
This commit is contained in:
James Brown 2004-01-18 05:52:04 +00:00
parent a95818d29a
commit ad46828d1c
12 changed files with 639 additions and 12 deletions

2
NEWS
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@ -3,7 +3,7 @@ For a more comprehensive changelog for the latest experimental CVS code, see:
0.5.7(CVS) (2003-??-??)
New Games:
- Added Broken Sword 1 engine, Cutscene support pending...
- Added Broken Sword 1 engine.
- Added Broken Sword 2 engine.
- Added Flight of the Amazon Queen engine
- Added support for V1 SCUMM games 'Maniac Mansion' and 'Zak McKracken'

1
README
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@ -984,6 +984,7 @@ X.X Credits:
Ludvig Strigeus - Original ScummVM and SimonVM author
Contributors:
Andreas Rover - Broken Sword 1/2 MPEG2 cutscene support
Quietust - Sound support for Amiga SCUMM V2 - V3 games
Stuart Caie - Decoders for Simon 1 Amiga data files
Janne Huttunen - V3 actor mask support, Dig/FT Smush audio

389
sword1/animation.cpp Normal file
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@ -0,0 +1,389 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sound/vorbis.h"
#include "sword1/animation.h"
namespace Sword1 {
AnimationState::AnimationState(Screen *scr, SoundMixer *snd, OSystem *sys)
: _scr(scr), _snd(snd), _sys(sys) {
}
AnimationState::~AnimationState() {
#ifdef USE_MPEG2
_snd->stopHandle(bgSound);
if (decoder)
mpeg2_close(decoder);
delete mpgfile;
delete sndfile;
#ifndef BACKEND_8BIT
_sys->hide_overlay();
delete overlay;
#endif
#endif
}
bool AnimationState::init(const char *basename) {
#ifdef USE_MPEG2
char tempFile[512];
decoder = NULL;
mpgfile = NULL;
sndfile = NULL;
bgSoundStream = NULL;
#ifdef BACKEND_8BIT
int i, p;
// Load lookup palettes
// TODO: Binary format so we can use File class
sprintf(tempFile, "%s.pal", basename);
FILE *f = fopen(tempFile, "r");
if (!f) {
warning("Cutscene: %s.pal palette missing", basename);
return false;
}
p = 0;
while (!feof(f)) {
if (fscanf(f, "%i %i", &palettes[p].end, &palettes[p].cnt) != 2)
break;
for (i = 0; i < palettes[p].cnt; i++) {
int r, g, b;
fscanf(f, "%i", &r);
fscanf(f, "%i", &g);
fscanf(f, "%i", &b);
palettes[p].pal[4 * i] = r;
palettes[p].pal[4 * i + 1] = g;
palettes[p].pal[4 * i + 2] = b;
palettes[p].pal[4 * i + 3] = 0;
}
for (; i < 256; i++) {
palettes[p].pal[4 * i] = 0;
palettes[p].pal[4 * i + 1] = 0;
palettes[p].pal[4 * i + 2] = 0;
palettes[p].pal[4 * i + 3] = 0;
}
p++;
}
fclose(f);
palnum = 0;
maxPalnum = p;
_sys->set_palette(palettes[palnum].pal, 0, 256);
lut = lut2 = lookup[0];
curpal = -1;
cr = 0;
buildLookup(palnum, 256);
lut2 = lookup[1];
lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
#else
buildLookup2();
overlay = (NewGuiColor*)calloc(640 * 400, sizeof(NewGuiColor));
_sys->show_overlay();
#endif
// Open MPEG2 stream
mpgfile = new File();
sprintf(tempFile, "%s.mp2", basename);
if (!mpgfile->open(tempFile)) {
warning("Cutscene: Could not open %s", tempFile);
return false;
}
// Load and configure decoder
decoder = mpeg2_init();
if (decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
return false;
}
info = mpeg2_info(decoder);
framenum = 0;
ticks = _sys->get_msecs();
/* Play audio - TODO: Sync with video?*/
#ifdef USE_VORBIS
// Another TODO: There is no reason that this only allows OGG, and not
// MP3, or any other format the mixer might support one day... is
// there?
sndfile = new File;
sprintf(tempFile, "%s.ogg", basename);
if (sndfile->open(tempFile)) {
bgSoundStream = makeVorbisStream(sndfile, sndfile->size());
_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1);
}
#endif
return true;
#else /* USE_MPEG2 */
return false;
#endif
}
#ifdef BACKEND_8BIT
/**
* Build 'Best-Match' RGB lookup table
*/
void AnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
if (p >= maxPalnum)
return;
if (p != curpal) {
curpal = p;
cr = 0;
pos = 0;
}
if (cr >= BITDEPTH)
return;
for (ii = 0; ii < lines; ii++) {
r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
for (cb = 0; cb < BITDEPTH; cb++) {
g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
for (y = 0; y < BITDEPTH; y++) {
int idx, bst = 0;
int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
if (d2 < dis) {
bst = idx;
dis = d2;
}
}
lut2[pos++] = bst;
r += (1 << SHIFT);
g += (1 << SHIFT);
b += (1 << SHIFT);
}
r -= 256;
}
cr++;
if (cr >= BITDEPTH)
return;
}
}
bool AnimationState::checkPaletteSwitch() {
// if we have reached the last image with this palette, switch to new one
if (framenum == palettes[palnum].end) {
unsigned char *l = lut2;
palnum++;
_sys->set_palette(palettes[palnum].pal, 0, 256);
lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
lut2 = lut;
lut = l;
return true;
}
return false;
}
#else
bool AnimationState::lookupInit = false;
NewGuiColor AnimationState::lookup2[BITDEPTH * BITDEPTH * 256];
void AnimationState::buildLookup2() {
if (lookupInit) return;
lookupInit = true;
int y, cb, cr;
int r, g, b;
int pos = 0;
for (cr = 0; cr < BITDEPTH; cr++) {
for (cb = 0; cb < BITDEPTH; cb++) {
for (y = 0; y < 256; y++) {
r = ((y-16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
g = ((y-16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = ((y-16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
if (r < 0) r = 0;
if (r > 255) r = 255;
if (g < 0) g = 0;
if (g > 255) g = 255;
if (b < 0) b = 0;
if (b > 255) b = 255;
lookup2[pos++] = _sys->RGBToColor(r, g, b);
}
}
}
}
void AnimationState::plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat) {
NewGuiColor *ptr = overlay + (400-height)/2 * 640 + (640-width)/2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * BITDEPTH) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256;
cpos++;
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]];
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]];
}
linepos += (2 * 640 - width);
ypos += width;
}
_sys->copy_rect_overlay(overlay, 640, 0, 40, 640, 400);
}
#endif
bool AnimationState::decodeFrame() {
#ifdef USE_MPEG2
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t) -1;
do {
state = mpeg2_parse(decoder);
sequence_i = info->sequence;
switch (state) {
case STATE_BUFFER:
size = mpgfile->read(buffer, BUFFER_SIZE);
mpeg2_buffer(decoder, buffer, buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (info->display_fbuf) {
/* simple audio video sync code:
* we calculate the actual frame by taking the delivered audio samples
* we add 2 frames as the number of samples delivered is higher than the
* number actually played due to buffering
*
* we then try to stay inside +- 1 frame of this calculated frame number by
* dropping frames if we run behind and delaying if we are too fast
*/
#ifdef BACKEND_8BIT
if (checkPaletteSwitch() || (bgSoundStream == 0) ||
(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
_scr->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_sys->delay_msecs(10);
} else {
ticks += 83;
while (_sys->get_msecs() < ticks)
_sys->delay_msecs(10);
}
} else
printf("dropped frame %i\n", framenum);
buildLookup(palnum + 1, lutcalcnum);
#else
if ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
plotYUV(lookup2, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_sys->delay_msecs(10);
} else {
ticks += 83;
while (_sys->get_msecs() < ticks)
_sys->delay_msecs(10);
}
} else
printf("dropped frame %i\n", framenum);
#endif
framenum++;
return true;
}
break;
default:
break;
}
} while (size);
#endif
return false;
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
void MoviePlayer::play(const char *filename) {
#ifdef USE_MPEG2
AnimationState *anim = new AnimationState(_scr, _snd, _sys);
if (anim->init(filename)) {
while (anim->decodeFrame()) {
#ifndef BACKEND_8BIT
_sys->update_screen();
#endif
// FIXME: check for ESC and abbort animation be just returning from the function
}
}
delete anim;
#endif
}
} // End of namespace Sword2

144
sword1/animation.h Normal file
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@ -0,0 +1,144 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef ANIMATION_H
#define ANIMATION_H
// Uncomment this if you are using libmpeg2 0.3.1.
// #define USE_MPEG2_0_3_1
#ifndef _MSC_VER
#include <inttypes.h>
#endif
#ifdef USE_MPEG2
extern "C" {
#include <mpeg2dec/mpeg2.h>
}
#ifdef USE_MPEG2_0_3_1
typedef int mpeg2_state_t;
typedef sequence_t mpeg2_sequence_t;
#define STATE_BUFFER -1
#endif
#endif
#include "sword1/screen.h"
#include "sword1/sound.h"
#include "sound/audiostream.h"
namespace Sword1 {
#ifdef BACKEND_8BIT
#define SQR(x) ((x) * (x))
#define SHIFT 3
#else
#define SHIFT 1
#endif
#define BITDEPTH (1 << (8 - SHIFT))
#define ROUNDADD (1 << (SHIFT - 1))
#define BUFFER_SIZE 4096
class AnimationState {
private:
Screen *_scr;
SoundMixer *_snd;
OSystem *_sys;
int framenum;
uint32 ticks;
#ifdef USE_MPEG2
mpeg2dec_t *decoder;
const mpeg2_info_t *info;
#endif
File *mpgfile;
File *sndfile;
byte buffer[BUFFER_SIZE];
PlayingSoundHandle bgSound;
AudioStream *bgSoundStream;
#ifdef BACKEND_8BIT
int palnum;
int maxPalnum;
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
byte *lut;
byte *lut2;
int lutcalcnum;
int curpal;
int cr;
int pos;
struct {
int cnt;
int end;
byte pal[4 * 256];
} palettes[50];
#else
static NewGuiColor lookup2[BITDEPTH * BITDEPTH * 256];
NewGuiColor * overlay;
static bool lookupInit;
#endif
public:
AnimationState(Screen *scr, SoundMixer *snd, OSystem *sys);
~AnimationState();
bool init(const char *name);
bool decodeFrame();
private:
#ifdef BACKEND_8BIT
void buildLookup(int p, int lines);
bool checkPaletteSwitch();
#else
void buildLookup2(void);
void plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat);
#endif
};
class MoviePlayer {
private:
Screen *_scr;
SoundMixer *_snd;
OSystem *_sys;
public:
MoviePlayer(Screen *scr, SoundMixer *snd, OSystem *sys) : _scr(scr), _snd(snd), _sys(sys) {}
void play(const char *filename);
};
} // End of namespace Sword2
#endif

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@ -32,6 +32,7 @@
#include "sword1.h"
#include "music.h"
#include "swordres.h"
#include "animation.h"
#include "debug.h"
@ -43,7 +44,7 @@ namespace Sword1 {
uint32 Logic::_scriptVars[NUM_SCRIPT_VARS];
Logic::Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu) {
Logic::Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu, OSystem *system, SoundMixer *mixer) {
_objMan = pObjMan;
_resMan = resMan;
_screen = pScreen;
@ -55,6 +56,8 @@ Logic::Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse,
_screen->useTextManager(_textMan);
_router = new Router(_objMan, _resMan);
_eventMan = NULL;
_system = system;
_mixer = mixer;
}
void Logic::initialize(void) {
@ -903,7 +906,36 @@ int Logic::fnSetPaletteToCut(Object *cpt, int32 id, int32 c, int32 d, int32 e, i
}
int Logic::fnPlaySequence(Object *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) {
warning("fnPlaySequence(%d) called", sequenceId);
static char *sequence_list[20] = {
"ferrari", // 0 CD2 ferrari running down fitz in sc19
"ladder", // 1 CD2 george walking down ladder to dig sc24->sc$
"steps", // 2 CD2 george walking down steps sc23->sc24
"sewer", // 3 CD1 george entering sewer sc2->sc6
"intro", // 4 CD1 intro sequence ->sc1
"river", // 5 CD1 george being thrown into river by flap & g$
"truck", // 6 CD2 truck arriving at bull's head sc45->sc53/4
"grave", // 7 BOTH george's grave in scotland, from sc73 + from sc38 $
"montfcon", // 8 CD2 monfaucon clue in ireland dig, sc25
"tapestry", // 9 CD2 tapestry room beyond spain well, sc61
"ireland", // 10 CD2 ireland establishing shot europe_map->sc19
"finale", // 11 CD2 grand finale at very end, from sc73
"history", // 12 CD1 George's history lesson from Nico, in sc10
"spanish", // 13 CD2 establishing shot for 1st visit to Spain, europe_m$
"well", // 14 CD2 first time being lowered down well in Spai$
"candle", // 15 CD2 Candle burning down in Spain mausoleum sc59
"geodrop", // 16 CD2 from sc54, George jumping down onto truck
"vulture", // 17 CD2 from sc54, vultures circling George's dead body
"enddemo", // 18 --- for end of single CD demo
"credits", // 19 CD2 credits, to follow "finale" sequence
// etc.
};
warning("fnPlaySequence(%d) called", sequenceId);
MoviePlayer player(_screen, _mixer, _system);
player.play(sequence_list[sequenceId]);
//_scriptVars[NEW_PALETTE] = 1;
/* the logic usually calls fnFadeDown before playing the sequence, so we have to
set NEW_PALETTE now to force a palette refresh */

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@ -26,6 +26,7 @@
#include "sworddefs.h"
#include "objectman.h"
#include "common/util.h"
#include "sound/mixer.h"
namespace Sword1 {
@ -46,7 +47,7 @@ typedef int (Logic::*BSMcodeTable)(Object *, int32, int32, int32, int32, int32,
class Logic {
public:
Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu);
Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu, OSystem *system, SoundMixer *mixer);
~Logic(void);
void initialize(void);
void newScreen(uint32 screen);
@ -66,6 +67,8 @@ public:
int cfnPresetScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
private:
ObjectMan *_objMan;
OSystem *_system;
SoundMixer *_mixer;
ResMan *_resMan;
Screen *_screen;
Sound *_sound;

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@ -1,6 +1,7 @@
MODULE := sword1
MODULE_OBJS := \
sword1/animation.o \
sword1/control.o \
sword1/debug.o \
sword1/eventman.o \

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@ -31,6 +31,7 @@
#include "system.h"
#include "menu.h"
#include "sword1.h"
#include "animation.h"
namespace Sword1 {
@ -925,4 +926,39 @@ void Screen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
}
}
#ifdef BACKEND_8BIT
void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) {
byte * buf = (uint8*)malloc(width * height);
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * BITDEPTH) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * BITDEPTH;
cpos++;
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
}
linepos += (2 * width - width);
ypos += width;
}
_system->copy_rect(buf, width, (640-width)/2, (480-height)/2, width, height);
_system->update_screen();
free(buf);
}
#endif
} // End of namespace Sword1

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@ -91,6 +91,12 @@ public:
void fnFlash(uint8 color);
void fnBorder(uint8 color);
#ifdef BACKEND_8BIT
void plotYUV(byte *lut, int width, int height, byte *const *dat);
#endif
private:
// for router debugging
void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2);

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@ -110,7 +110,7 @@ void SwordEngine::initialize(void) {
_music = new Music(_system, _mixer);
_sound = new Sound("", _mixer, _resMan);
_menu = new Menu(_screen, _mouse);
_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu);
_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu, _system, _mixer);
_mouse->useLogicAndMenu(_logic, _menu);
uint8 musicVol = (uint8)ConfMan.getInt("music_volume");

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@ -132,6 +132,7 @@ bool AnimationState::init(const char *name) {
info = mpeg2_info(decoder);
framenum = 0;
ticks = _vm->_system->get_msecs();
/* Play audio - TODO: Sync with video?*/
@ -316,12 +317,18 @@ bool AnimationState::decodeFrame() {
*/
#ifdef BACKEND_8BIT
if (checkPaletteSwitch() ||
(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
_vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_vm->_system->delay_msecs(10);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_vm->_system->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
_vm->_graphics->setNeedFullRedraw();
@ -332,11 +339,18 @@ bool AnimationState::decodeFrame() {
#else
if ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
if ((bgSoundStream == NULL) ||
(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
plotYUV(lookup2, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_vm->_system->delay_msecs(10);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1);
_vm->_system->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
} else
printf("dropped frame %i\n", framenum);

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@ -70,6 +70,7 @@ private:
Sword2Engine *_vm;
int framenum;
int ticks;
#ifdef USE_MPEG2
mpeg2dec_t *decoder;