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eeaddfb20a
Thanks waltervn for pointing this issue out AppleIIgs adjustment tables had to be extended, because the first 3 arcade sequences were running way too fast, while the last one ran fine and all of those are part of one single room.
96 lines
4.7 KiB
C++
96 lines
4.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef AGI_APPLEIIGS_DELAY_OVERWRITE_H
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#define AGI_APPLEIIGS_DELAY_OVERWRITE_H
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namespace Agi {
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struct AgiAppleIIgsDelayOverwriteRoomEntry {
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int16 fromRoom;
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int16 toRoom;
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int16 activePictureNr; // resource number of current active background picture
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int16 timeDelayOverwrite; // time delay here is like on PC
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// so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
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bool onlyWhenPlayerNotInControl; // only sets spee, when play is not in control
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};
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struct AgiAppleIIgsDelayOverwriteGameEntry {
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uint32 gameId;
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int16 defaultTimeDelayOverwrite; // time delay here is like on PC
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// so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
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const AgiAppleIIgsDelayOverwriteRoomEntry *roomTable; // pointer to room table (optional)
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};
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static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteKQ4[] = {
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{ 120, 121, -1, -1, true }, // Part of the intro: Graham gets his hat, throws it and breaks down, don't touch speed (3 is set)
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{ 128, 128, -1, -1, true }, // Part of the intro: first actual room for gameplay, but during intro, don't touch speed (3 is set)
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{ 92, 92, -1, -1, true }, // Part of caught by gargoyle w/ Lolotte cutscene (3 is set)
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// room 54 sets the speed for a short time to 3 right after entering "clean" command. It doesn't seem to hurt that we switch it down to 2
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// room 92 is dual use, part of cutscenes, part of gameplay, that's why we only stop touching it, when player is not in control
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{ 135, 135, -1, -1, true }, // Part of ending cutscene. Don't touch speed (3 is set)
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{ -1, -1, -1, -1, false }
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};
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static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteMH1[] = {
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//{ 153, 153, -1, 2, false }, // Intro w/ credits
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//{ 104, 104, -1, 2, false }, // Intro cutscene
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//{ 117, 117, -1, 2, false }, // Intro cutscene (ego waking up)
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{ 114, 114, -1, -1, false }, // interactive MAD map
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{ 124, 125, -1, -1, false }, // MAD during intro (tracking), seem to work properly at given speed
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{ 132, 133, -1, -1, false }, // MAD day 2 intro (tracking)
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{ 137, 137, 17, -1, false }, // Night Club 4th arcade game - game sets speed to 7, needs to run that slow to be playable
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{ 137, 137, -1, 4, false }, // Night Club first few arcade games - game sets speed to 0, we need to fix it
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{ 115, 116, -1, -1, false }, // MAD day 3 intro (tracking)
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{ 148, 148, -1, -1, false }, // day 3: arcade sequence under pawn shop (game sets speed to 6)
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{ 103, 103, -1, -1, false }, // MAD day 4 intro (tracking)
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{ 105, 105, -1, -1, false }, // day 4 tracking mini game right at the start (game sets speed to 3)
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{ 107, 107, -1, -1, false }, // MAD day 4 intro (tracking)
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{ 112, 112, -1, -1, false }, // MAD day 4 intro (tracking)
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{ -1, -1, -1, -1, false }
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};
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static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteSQ2[] = {
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{ 1, 1, -1, -1, false }, // Intro: space ship entering space port, don't touch speed
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{ -1, -1, -1, -1, false }
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};
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static const AgiAppleIIgsDelayOverwriteGameEntry appleIIgsDelayOverwriteGameTable[] = {
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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 },
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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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{ GID_SQ2, 2, appleIIgsDelayOverwriteSQ2 },
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{ GID_AGIDEMO, -1, nullptr }
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};
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} // End of namespace Agi
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#endif /* AGI_APPLEIIGS_DELAY_OVERWRITE_H */
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