Posted January 17, 2021
Picture this:
You've just survived the wildest battle of your life. Bullets flying everywhere, bombs falling from the sky, ships swerving desperately to avoid the explosions. Your game, like quite a lot of its type from the early/mid 90s, has a replay option, so you can watch your mission back. Maybe even edit it into an exciting action film perhaps.
The only problem is, when you play that replay, Dosbox plays it at about a million miles an hour. A ten minute fight is reduced to about 20 seconds.
This has been my experience in the X-Wing series games by Lucasarts, and it looks to be the same in 1942 The Pacific Air War. Gameplay runs at a normal speed, it's just the replay that messes up. Do the Dosbox cycles have to be adjusted every time a replay editor is brought up? What happens if Ctrl+F11/12 adjust CPU percentage instead of cycles? And what's causing this error in the first place?
You've just survived the wildest battle of your life. Bullets flying everywhere, bombs falling from the sky, ships swerving desperately to avoid the explosions. Your game, like quite a lot of its type from the early/mid 90s, has a replay option, so you can watch your mission back. Maybe even edit it into an exciting action film perhaps.
The only problem is, when you play that replay, Dosbox plays it at about a million miles an hour. A ten minute fight is reduced to about 20 seconds.
This has been my experience in the X-Wing series games by Lucasarts, and it looks to be the same in 1942 The Pacific Air War. Gameplay runs at a normal speed, it's just the replay that messes up. Do the Dosbox cycles have to be adjusted every time a replay editor is brought up? What happens if Ctrl+F11/12 adjust CPU percentage instead of cycles? And what's causing this error in the first place?
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