Qbix wrote:
However we won't add complexity depended cycle decrease to dosbox as it slows down.
forgetting all above. it might be a timer problem or so as well. I don't know
Your technical knowledge is once more much appreciated, Qbix! It has helped me understand (a little better) the complexity behind CPU / cycles in DOSBox emulation from a logical point of view.
Oh, and it also makes no sense to me trying to implement a "feature" that could risk DOSBox stability and speed... I'll make do with balancing the cycles using fixed values via CTRL + F11 / F12 (though not perfect, works fine that way) if I have to, so it's not a very big deal.
In the interest of trying to understand the problem, I'd like to share a thought that just came to mind...
I remember even older DOSBox versions (pre 0.70) running Synd Wars fine in VGA mode.
I'll make a (slightly mad & wild) guess that playing it in VGA (don't use it much in this game, but I'll run a test later at home) won't cause such a big speed difference (meaning it's not so demanding to DOSBox).
Maybe this is more noticeable when trying in SVGA mode, where the emulation requirements are heavier/more complex?
Have to try this when I get home.
*** EDIT ***
After trying to play in VGA mode, my theory was proved to some extent... By setting cycles=30000 (or 35000 at most) the gameplay was pretty smooth and the menus weren't so fast (only a bit more than it would be normal).
Wether this particular bit of information helps or not, I don't know. Still, should the developers find it "intriguing" enough to need some further testing done, count me in.