Gold Rush timing

General chat related to ScummVM, adventure gaming, and so on.

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Muyfa666
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Joined: Sat Feb 04, 2006 11:46 pm
Location: Sweden

Post by Muyfa666 »

100% cycles, 0 frameskip
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Muyfa666
Posts: 215
Joined: Sat Feb 04, 2006 11:46 pm
Location: Sweden

Post by Muyfa666 »

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.
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Raziel
ScummVM Porter
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Post by Raziel »

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?
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Muyfa666
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Post by Muyfa666 »

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.
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envisaged0ne
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Post by envisaged0ne »

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
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Post by digitall »

envisaged0ne: [citation needed] ie. Okay, but that is now what we are observing in either DOSBox or ScummVM...
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