@Raziel Check my previous comment : i do build today's code, and it give me same shity 62 FPS in intro, while the build from April give me 10.000 FPS. They broke something seems so (or enable/disable by code some hardcore stuff, dunno).
@Raziel Well .. we only left to start build versions by version since April. I.e. to try firstly May one, then June, July, etc, to find out when things start to act wrong, and then day by day find out the guilty commit. Easy but boring work :)
Btw, SpaceQuest works now as expected (if i remember right there were endian issues few months ago ?) and Wintermute engine now have much less issues (resizing of window, centering , etc, all fixed).
Anyway, I tried for now code from June 22 (just some random date), and there all fine. I do have 10.000 FPS in intro in GRIM, and 140 FPS in the corridor of first scene.
So, something bad happens in code after June 22 and before July 16 when 2.6.0 were tagged and it bug still there in today's sources as well.
@Raziel It all still wrong, it should't set 60 FPS if game can do more when your VSYNC is disable. Restriction to 60/30 FPS should only happen when VSYNC is enabled.
For now i also tested june 27 build, and issue is already there. So, June 22 no issues, June 27 issues there , mean something in those 5 commits and probably this is that hardcore FPS limitation.
IMHO it still wrong. That should happens only when VSYNC is enabled, or, what the amiga1200 there needs to have FPS to be shown at all if for not meassuring stuff.
ps. and you forget to add in your build on os4depot "monkey4" engine. It's marked unstable of course, but works pretty well already.
Could you maybe add s bugreport about that VSYNC inconsistency?
Wrt monkey4
That was not my decision. Monkey4 was internally set back to "testing/unstable" and thus removed from the release build. Part of the "--release-build" flag
I post here not to hijacked the other thread a source code for disabling the screeblanker, it was requesters for another project but seens just a metter of copy and paste
It seems SDL2 is expected to disable screen blanker by default, howerer this is not implemented currently. So it could be fixed in SDL2 rather (with setting added to SDL2 prefs).
The below link holds a full build of ScummVM from yesterdays source (all engines, but unstable ones, are compiled in)...it will be available for the next ten days.
This version was compiled with maximum optimizations (-O3), Link Time Optimization (-flto -flto=jobserver) and dead code elimination (-ffunction-sections -fdata-sections) and as a release build, so as fast as it will currently get.
I only had time to test a few games from different engines for a couple of minutes.
Please knock yourself out, finish some games and report back (please) If no one finds strange random crashes or freezes after that time (if so, please tell me what you did and if it's reproducable) i'm going to PR the changes to ScummVM's main tree for them to be picked up for the next release.
@Raziel Tested so far : GRIM, MYST and Sanitarium : all works. Through the fact that they didn't fix issue with FPS kind of annoy (they just close bug-report with words "that not bug" ), but , what also a bit day that monkey support still not compiled in, and more of it, Wintermute3D support is not compiled in (Wintermute3D mean a looot of games, working and good looking ones).
So maybe it worth to add manually those 2 engines for aos4 release ?
The FPS throttling was actually a fix to a regression that snuck in. The fact that 3D games are capped at 60 FPS (videos) and 30 FPS (gameplay) was a design choice taken a looooooong time ago to keep the experience the same for every user, no matter what underlying hardware is used. Also, letting the FPS counter run wild will (and has) introduce(d) many many bugs that were unnecessarily fixed and introduced new...a can of worms, really).
I'm fine with it...ScummVM is no benchmark program
...
The two mentioned engines are taken out from release builds due to many bugs still apparent. Letting those out means users will report already known bugs or complain about missing support or crashes/freezes and do on. The choice is not mine to make, also I tested many of those Wintermute games and while they might run fine at first glance they do crash a lot...I'll obey the scummvm devs decision to release only engine that are considered mature enough.
What exactly do you want to know about Lands of Lore? It runs and is finishable...never got into these 2D POV RPGs myself...the first one that I really loved was Realms of Arkania...
only if it runs or not. it always complaining about missing kyra.dat. even if it was present it never was accepted. i tried at least 20 different kyra.dat.
same file worked on windows.
just wondering if it works now.
Sam460ex 2GB 120Gb SSD&1Tb HD7750 Envy24HT A-Eon Drv 2.10+Warp3D New Uboot Apollo v4 Standalone