if (!cave->intermission)
{
// non-intermissions
- cave->speed = (88 + 3.66 * cave->c64_timing +
+ cave->speed = (88 + 3.66 * cave->ckdelay +
(cave->ckdelay_current + cave->ckdelay_extra_for_animation) / 1000);
}
else
{
// intermissions were quicker, as only lines 1-12 were processed by the engine.
- cave->speed = (60 + 3.66 * cave->c64_timing +
+ cave->speed = (60 + 3.66 * cave->ckdelay +
(cave->ckdelay_current + cave->ckdelay_extra_for_animation) / 1000);
}
break;
if (!cave->intermission)
{
// non-intermissions
- cave->speed = (74 + 3.2 * cave->c64_timing + (cave->ckdelay_current) / 1000);
+ cave->speed = (74 + 3.2 * cave->ckdelay + (cave->ckdelay_current) / 1000);
}
else
{
// for intermissions
- cave->speed = (65 + 2.88 * cave->c64_timing + (cave->ckdelay_current) / 1000);
+ cave->speed = (65 + 2.88 * cave->ckdelay + (cave->ckdelay_current) / 1000);
}
break;
case GD_SCHEDULING_BD2:
// 60 is a guess.
cave->speed = MAX(60 + (cave->ckdelay_current + cave->ckdelay_extra_for_animation) / 1000,
- cave->c64_timing * 20);
+ cave->ckdelay * 20);
break;
case GD_SCHEDULING_PLCK:
// 65 is totally empty cave in construction kit, with delay = 0)
- cave->speed = MAX(65 + cave->ckdelay_current / 1000, cave->c64_timing * 20);
+ cave->speed = MAX(65 + cave->ckdelay_current / 1000, cave->ckdelay * 20);
break;
case GD_SCHEDULING_BD2_PLCK_ATARI:
// a really fast engine; timing works like c64 plck.
// 40 ms was measured in the construction kit, with delay = 0
- cave->speed = MAX(40 + cave->ckdelay_current / 1000, cave->c64_timing * 20);
+ cave->speed = MAX(40 + cave->ckdelay_current / 1000, cave->ckdelay * 20);
break;
case GD_SCHEDULING_CRDR:
if (cave->hammered_walls_reappear) // this made the engine very slow.
cave->ckdelay_current += 60000;
- cave->speed = MAX(130 + cave->ckdelay_current / 1000, cave->c64_timing * 20);
+ cave->speed = MAX(130 + cave->ckdelay_current / 1000, cave->ckdelay * 20);
break;
case GD_SCHEDULING_MAX:
// appear there
int speed; // Time between game cycles in ms
- int c64_timing; // a ckdelay value for the level this cave is rendered for
+ int ckdelay; // a ckdelay value for the level this cave is rendered for
int ckdelay_current; // ckdelay value for the current iteration
int ckdelay_extra_for_animation; // bd1 and similar engines had animation bits in cave data,
// to set which elements to animate (firefly, butterfly,