VOGONS


First post, by butterfly

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Just for curiosity.
I've been trying to make AITD (4 floppies, Italian) run as smooth as possible with OpenGL and full music & sound and I succeeded in the end
but
in the meantime I was getting crazy because I couldn't get a non-skippy speed and music working at the same time.
In addition, the game has the feature of having the character running if you double tap the up arrow key. Feature that was very hard for me to use and that, being the game a survival-horror, can have a crucial relevance.
Everytime I set cycles to max the game run smooth but I could get no music.
Everytime I could get the music working the game was skippy.
Then I began playing with cycles and the result is that the game runs smoothly with full music and sound and the "run" feature working keeping the cycles at 10000.
Why?

Reply 1 of 2, by ripsaw8080

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AITD fails to detect an OPL chip if the processor is too fast, probably due to counter loops instead of doing real timing. The typical solution for games with this issue is to start up with low cycles and then increase cycles to the desired amount with Ctrl-F12 while the game is running. I think AITD2 needs the same thing.

Reply 2 of 2, by butterfly

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That makes sense.
But I mean why does the whole game act crappy if cycles are too fast? Is it possible that "high" speed is unexpected by the game?