if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
+#if 0
+ /* ---------- main game synchronization point ---------- */
+
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ printf("::: skip == %d\n", skip);
+
+#else
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
if (network_playing && !network_player_action_received)
{