Age | Commit message (Collapse) | Author |
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properly. (Instead of using extrapath)
svn-id: r52864
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svn-id: r52863
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svn-id: r52862
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svn-id: r52854
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svn-id: r52853
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svn-id: r52840
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The advantage is that we get to do inlining and even use lwl and lwr instructions where appropriate. We have to do it ourselves because the PSP doesn't tolerate built-in instructions, but also we have a more efficient memcpy than the lib's.
svn-id: r52817
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PspMemorySwap is more specific ie. it only needs to be known by PSP files. It could be put in another file, but not worth the effort.
svn-id: r52816
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It didn't really belong in memory.cpp and we're going to want to include memory.h everywhere.
* * *
PSP: more Vram Allocator cleanup
svn-id: r52815
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52773
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Add an almost empty readme for dingux, to be filled soon.
svn-id: r52745
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Add a wrapper to set HOME var when running scummvm on dingux.
svn-id: r52744
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BufferedSeekableReadStream
As Max pointed out to me, one can't really use virtual functions called from constructors/destructors.
svn-id: r52722
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Run instructions to copy engine data only if there is really some
datafiles to copy for the built engines.
svn-id: r52656
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* This better reflects the supported devices
from GPH (GamePark Holdings), namely the
GP2XWiz, Caanoo and merging in of the old
GP2X backend.
svn-id: r52648
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* Match the GP2XWiz input code.
svn-id: r52645
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- Set the fake date in 2010 instead of year 3800
svn-id: r52644
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svn-id: r52641
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svn-id: r52640
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svn-id: r52632
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svn-id: r52630
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* Clean up the if/switch mess.
* Also add missing Caanoo icon.
svn-id: r52629
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* Add support for TouchScreen 'Tap Modes'
Left Click, Right Click and Hover.
* Rename OSystem_GP2XWIZ to OSystem_GPH to
start the work on supporting a unified
backend codebase for the GP2X, Wiz and
Caanoo.
* Sort out bugs in Caanoo input code.
* Rework GP2XWiz input code to support
switching new TouchScreen modes.
svn-id: r52619
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svn-id: r52599
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Overload of the SDL backend.
Basic functional backend with support for most main ScummVM features and engines.
Supports building to a .PND OpenPandora bundle for ease of use on the device.
svn-id: r52598
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Uploads a .zip file to HBC to unpack to the used storage media.
svn-id: r52536
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svn-id: r52533
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It's no longer needed after adding __may_alias__ flag in endian.h.
svn-id: r52481
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The problem that caused the crash in BS2 had to do with GCC making improper assumptions about our code. Specifically, the alignment trick we use for READ_UINT32/16 allows some targets(e.g. MIPS) to generate better code, but it also goes against ANSI C aliasing rules, which prohibit the sharing of addresses between a struct and another variable value. Using -fno-strict-aliasing tells GCC not to assume strict ANSI C aliasing and also unfortunately prevents it from making some good optimizations.
This change is probably needed for other platforms as well -- the crash on the PSP was simply a very rare coincidence.
svn-id: r52473
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of ScummVM window. Just don't change actual mouse position
svn-id: r52472
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This enables translators to use a different translation for these strings in
1x mode (e.g. 320x200 or 320x240) and in 2x or 3x modes.
svn-id: r52461
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updateScreen() itself skips redraws when called too frequently. With
the right timing and number of consecutive calls this can result in
missing gfx updates, so lets abuse pollEvent() to check for overdue
redraws.
svn-id: r52456
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svn-id: r52435
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Disable aspect ratio correction for games which have a native 240px
height res, this fixes Maniac Mansion NES on dingux.
svn-id: r52422
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svn-id: r52405
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Most of the codebase is the same, but the toolchain and libs are different.
Support for Caanoo specific features will follow, I just want to get the build support into trunk for now.
svn-id: r52400
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I was missing a flag (PSP_O_TRUNC) causing the config file to be opened on top of the old file, causing file corruption.
svn-id: r52387
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The last PSP optimization made reading much faster, but writing isn't buffered so saving the config file was VERY slow.
I decided the cleanest way to do this would be to add BWS and use BSRS.
svn-id: r52327
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device.
svn-id: r52321
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svn-id: r52309
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svn-id: r52280
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svn-id: r52277
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svn-id: r52275
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Turns out that stdio is about 30x(!) slower than using the PSP's functions. Very significant optimization.
svn-id: r52271
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svn-id: r52270
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warnings
svn-id: r52262
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svn-id: r52210
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versions from working.
MAD doesn't give enough information to decide the length of the PCM data -- it provides the Layer but not the MPEG version. I had to read the MP3 header directly to figure it out. This fixes issues with any MP3 files that might be used in any of the games.
svn-id: r52191
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svn-id: r52161
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