mirror of
https://github.com/libretro/scummvm.git
synced 2025-03-01 07:46:11 +00:00

This heuristic was originally how all SCI16 speed tests were handled. It has been gradually replaced with script patches, until all games were patched in: ea48986006a1d85b5302f0c3d2ac828e29a66813 At the time, I left this in because it had the benefit of speeding up the SCI11 test variants so that they didn't produce a startup delay. Now we know that this heuristic has been identifying regular rooms as speed tests and unthrottling them too, causing unintended effects. Some of this behavior was masked by fast-cast throttling occurring everywhere, until: e09010f7d8b7cc30ae3c8477d1a8b61b24d96306 For example, the QFG1VGA Sierra logo animation changes speed and runs very fast as soon as the sparkle is finished. The Longbow map rooms were also detected as speed test rooms and animated too fast. Cast-less rooms like LB2's title screen run unthrottled and consume CPU. There are only a few SCI11 speed test rooms, so now they're explicitly unthrottled in kGameIsRestarting with the other throttling exceptions.