General chat related to ScummVM, adventure gaming, and so on.
Moderator: ScummVM Team
Muyfa666
Posts: 215 Joined: Sat Feb 04, 2006 11:46 pm
Location: Sweden
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by Muyfa666 » Wed Jan 22, 2014 8:22 pm
100% cycles, 0 frameskip
Muyfa666
Posts: 215 Joined: Sat Feb 04, 2006 11:46 pm
Location: Sweden
Post
by Muyfa666 » Fri Jan 24, 2014 10:12 am
I had a friend test the Amiga version and it also have severe timing problems. This has to be some coding problem.
His version is the original floppies, so no cracks.
Raziel
ScummVM Porter
Posts: 1522 Joined: Tue Oct 25, 2005 8:27 am
Location: a dying planet
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by Raziel » Fri Jan 24, 2014 10:44 am
Muyfa666 wrote: I had a friend test the Amiga version and it also have severe timing problems. This has to be some coding problem.
His version is the original floppies, so no cracks.
Oh?
Hmm, i haven't really played the game for a long time...maybe it's a regression?
Muyfa666
Posts: 215 Joined: Sat Feb 04, 2006 11:46 pm
Location: Sweden
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by Muyfa666 » Fri Jan 24, 2014 11:35 pm
A bit OT but maybe related; in KQ3, fast and fastest setting have no impact on either time speed or movement speed. Something have to be off with AGI I think.
envisaged0ne
Posts: 159 Joined: Mon Nov 01, 2010 9:17 am
Location: United States
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by envisaged0ne » Sun Jan 26, 2014 5:00 am
The time speed won't be effected by how fast you set the game speed. That's the way the game was programmed
digitall
ScummVM Developer
Posts: 1172 Joined: Thu Aug 02, 2012 1:40 pm
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by digitall » Sun Jan 26, 2014 10:37 am
envisaged0ne: [citation needed] ie. Okay, but that is now what we are observing in either DOSBox or ScummVM...