scummvm/engines/agi/appleIIgs_timedelay_overwrite.h
Martin Kiewitz eeaddfb20a AGI: Make MH1 nightclub arcade sequence slower for AppleIIgs
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.
2017-02-10 19:43:16 +01:00

96 lines
4.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef AGI_APPLEIIGS_DELAY_OVERWRITE_H
#define AGI_APPLEIIGS_DELAY_OVERWRITE_H
namespace Agi {
struct AgiAppleIIgsDelayOverwriteRoomEntry {
int16 fromRoom;
int16 toRoom;
int16 activePictureNr; // resource number of current active background picture
int16 timeDelayOverwrite; // time delay here is like on PC
// so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
bool onlyWhenPlayerNotInControl; // only sets spee, when play is not in control
};
struct AgiAppleIIgsDelayOverwriteGameEntry {
uint32 gameId;
int16 defaultTimeDelayOverwrite; // time delay here is like on PC
// so 0 - unlimited, 1 - 20 cycles, 2 - 10 cycles, -1 means do not touch speed set by scripts
const AgiAppleIIgsDelayOverwriteRoomEntry *roomTable; // pointer to room table (optional)
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteKQ4[] = {
{ 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)
{ 128, 128, -1, -1, true }, // Part of the intro: first actual room for gameplay, but during intro, don't touch speed (3 is set)
{ 92, 92, -1, -1, true }, // Part of caught by gargoyle w/ Lolotte cutscene (3 is set)
// 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
// 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
{ 135, 135, -1, -1, true }, // Part of ending cutscene. Don't touch speed (3 is set)
{ -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteMH1[] = {
//{ 153, 153, -1, 2, false }, // Intro w/ credits
//{ 104, 104, -1, 2, false }, // Intro cutscene
//{ 117, 117, -1, 2, false }, // Intro cutscene (ego waking up)
{ 114, 114, -1, -1, false }, // interactive MAD map
{ 124, 125, -1, -1, false }, // MAD during intro (tracking), seem to work properly at given speed
{ 132, 133, -1, -1, false }, // MAD day 2 intro (tracking)
{ 137, 137, 17, -1, false }, // Night Club 4th arcade game - game sets speed to 7, needs to run that slow to be playable
{ 137, 137, -1, 4, false }, // Night Club first few arcade games - game sets speed to 0, we need to fix it
{ 115, 116, -1, -1, false }, // MAD day 3 intro (tracking)
{ 148, 148, -1, -1, false }, // day 3: arcade sequence under pawn shop (game sets speed to 6)
{ 103, 103, -1, -1, false }, // MAD day 4 intro (tracking)
{ 105, 105, -1, -1, false }, // day 4 tracking mini game right at the start (game sets speed to 3)
{ 107, 107, -1, -1, false }, // MAD day 4 intro (tracking)
{ 112, 112, -1, -1, false }, // MAD day 4 intro (tracking)
{ -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteRoomEntry appleIIgsDelayOverwriteSQ2[] = {
{ 1, 1, -1, -1, false }, // Intro: space ship entering space port, don't touch speed
{ -1, -1, -1, -1, false }
};
static const AgiAppleIIgsDelayOverwriteGameEntry appleIIgsDelayOverwriteGameTable[] = {
{ GID_BC, 2, nullptr }, // sets the speed at the start and doesn't modify it
{ GID_GOLDRUSH, 2, nullptr },
{ GID_KQ1, 2, nullptr },
// KQ2 seems to work fine at speed given by scripts
{ GID_KQ3, 2, nullptr },
{ GID_KQ4, 2, appleIIgsDelayOverwriteKQ4 },
{ GID_LSL1, 2, nullptr }, // Switch Larry 1 to 10 cycles per second (that's around PC Larry 1's "normal" speed
{ GID_MH1, 2, appleIIgsDelayOverwriteMH1 },
{ GID_MIXEDUP, 2, nullptr },
{ GID_PQ1, 2, nullptr },
{ GID_SQ1, 2, nullptr }, // completed, no issues using these settings
{ GID_SQ2, 2, appleIIgsDelayOverwriteSQ2 },
{ GID_AGIDEMO, -1, nullptr }
};
} // End of namespace Agi
#endif /* AGI_APPLEIIGS_DELAY_OVERWRITE_H */