Age | Commit message (Collapse) | Author |
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So far, the various *-fs-factory.cpp files were #including the
corresponding *-fs.cpp files. This is surprising and hence could lead to
all kinds of problems). To fix this, provide proper headers for the
*-fs.cpp files.
This also makes code reuse via subclassing possible.
Since not all ports were tested, this will likely lead to a few
easy to fix compile regressions.
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* Add new class PS2FileStream as substitute for class StdioStream on PS2
* Remove PS2 specific hacks from stdiostream.cpp / class StdioStream
* Remove various ps2_f*() wrapper funcs, merging them into PS2FileStream
TODO: Merge class Ps2File into PS2FileStream
svn-id: r46111
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svn-id: r44811
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svn-id: r40867
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Forgot to commit backends/fs/ps2/ps2-fs.cpp in #36014
(here it comes!)
svn-id: r39142
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- new GUI/themes
- no more funky colors!
- load/delete saved games
- cleaned-up Makefile.PS2 :
- dropped multiple extra paths
- dropped deprecated deps (UCL, MPEG2)
- all possible devices are supported to store, play and save games:
- CD
- HD
- USB
- MC
- REMOTE ! (this could actually be anywhere on the internet
as long as you run "ps2client listen" on the machine on
the other side that hosts the games)
- tested from :
- ps2link
- uLE
- toxicOS
- tested with:
- bass
- bs1
- mi1
- comi
- indy4
- ft
- ite
- ihnm
- elvira1
- dig
- kyra
- lure
- simon2
- goblins1
Played all those games in 1 session using RTL. Very smooth,
sub-second RTL experience. No crash!
- new PAL/NTSC detection : we are now reading the flavor from PS2 ROM,
it should work on all PS2 slim too
- new PAL TV centering : no more missing chunk of games on top/bottom
- we can now read the savefiles from Linux/SDL and other backends!
if you add that you can read them from remote together with the
games that you already have there, you can imagine the fun ;-)
- we fully implement RTL with every games/engine
- we nicely reboot / shutdown on quit
- fully support for themes/savegames paths. Run from MC, play the
games on remote and store your data on USB or HD. No limits!
- universal write/read for every media (of course no write on CD/DVD!)
- fully async / DMA read-write access to every media (even MC!)
- optimized cache/read-ahead for every media - now COMI is fast and
enjoyable from remote as it is from CD ;-)
- non polluting MC storage, just 1 folder + 1 icon, so that you can
copy all your settings / saved games to another MC in one go!
svn-id: r39102
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createWriteStream, again to make ownership of the returned stream clear
svn-id: r36014
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svn-id: r35648
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svn-id: r34716
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to backends
svn-id: r34304
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'typedef Common::String String;' name aliases
svn-id: r34302
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AbstractFilesystemNode::lastPathComponent() method, with customizable path separator character
svn-id: r34197
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svn-id: r31034
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svn-id: r30664
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function in each backend, used to extract the last path component of a given path, returned by getName().
svn-id: r29159
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Also added some missing method stubs to the gamecard dc port.
svn-id: r27984
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architectures.
svn-id: r27087
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svn-id: r27032
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26739
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svn-id: r23553
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Rationale: backend implementations belong to backends/, but portable APIs meant to be used by high level code is for common / sound / graphics / ... (compare also with backends/midi vs. sound/mididrv.h)
svn-id: r23274
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svn-id: r22974
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changed the semantics of the FilesystemNode constructors (see also the relevant doxygen comments for explanations). This also fixes bug #1485941.
svn-id: r22424
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failure)
svn-id: r22315
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svn-id: r22300
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class AbstractFilesystemNode
svn-id: r22298
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svn-id: r22297
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methods
svn-id: r22249
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ommited, at least for now)
svn-id: r21620
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constructor (gee, everybody is copying my bad code, it seems ;-)
svn-id: r21597
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svn-id: r20535
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svn-id: r20088
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svn-id: r19142
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svn-id: r18604
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svn-id: r17306
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svn-id: r17305
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