Age | Commit message (Collapse) | Author |
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Especially not refreshing pictures when viewing
inventory items and corrupted last line of the screen.
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If an object defines more variables than its base class, some method
selectors may be hidden. This code tries to enumerate the affected
selectors. It may be useful for mass-scanning objects using
'find_callk Dummy'.
It's disabled by default currently since it does things to partially
uninitialized objects that I can't guarantee are 100% safe at this
point.
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Create a custom segment manager within find_callk, so that the game's
segment manager won't be affected by loading and unloading scripts in there
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Also, run into the blocking audio write without sleep. This hopefully
fixes audio hickups on slow devices.
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Removed not required checks since we now buffer texture contents
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Not required. Why did i add that again?
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Gets rid of funky gfx artifacts on the overlay
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Hopefully that'll help me to not forget about the double buffering.
This fixes some gfx leftovers when not running games in fullscreen
mode.
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Fixes regression introduced with 4267011e
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Also, fix the kernel signature for kFormat to require two parameters
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Breaks more than it solves
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Resolved with a93229c and 2721e28
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kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
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Thanks to waltervn for his work and help on this
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Same issue as in the last commit: glTexSubImage2D is slow, so cache
all copyRect*() calls in a buffer, and update the dirty rect once
when drawing. Reduces CPU usage on 16bit games significantly.
Also, lockScreen() returns now pixel data for non-CLUT8 games instead
of asserting.
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Some GLES drivers suck so much that uploading data to the GPU takes
ages. CLUT8 games now use a faked paletted texture, which internally
uses a RGB565 hardware texture (Android's native pixel format).
This seems to be the only way to efficiently implement constant
changing textures with GLES1 - at the cost of extra buffers.
Then again, we can now use glTexSubImage2D to only update the dirty
rects, which wasn't possible before because glCompressedTexSubImage2D
is only usable on GLES2. This commit does exactly that.
Overall, the CPU usage is massively reduced for CLUT8 games.
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This makes the workaround for the hang in the Colonel's Bequest
shower scene (bug #3122075) unnecessary.
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Removes unnecessary overhead on the backend when the cursor has just
one frame.
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This should ensure disasm will disassemble an entire function, and
not stop at an intermediate ret opcode.
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This was caused by a buggy script, most probably the result of an
incorrect copy/paste while processing the original script. Fixed with a
script patch.
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Fixed a bug (the "bwt" and "bc" options were inversed) and added the
ability to skip a defined number of ret calls, useful when a function
continues after a ret call
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This ensures that these selectors will be detected regardless of the game
ID, when they're missing
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This reduces the CPU usage on 640x480 games by ~5% on my droid when
reuploading the textures to the GPU
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The cause for this bug turns out to be a corrupt object that as
a side effect accidentally bypasses its own corruption. See the
added comments for details.
Also add a warning that points out similarly corrupted objects.
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