improved smooth movement animation for classic BD scheduling types
Using the BD game engine with classic scheduling types like "BD1" may
result in alternating numbers of frames per iteration cycle due to
dynamic game speed calculations (like alternating between 7 and 8
frames per iteration), so always using the last maximum number of
cycle frames (to adjust to dynamically changing game speed) results in
always using the wrong number of frames per iteration cycle, causing
less smooth movement animations (due to little stops or jumps for each
iteration cycle movement animation).
Storing the last maximum number of cycle frames for even and odd
cycles separately can improve this by using the "right" number of
cycle frames even if they are alternating between two values.