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XWorld: some fixes

Fixes sound on most platforms, original root cause was bad menu code
as well as DMA callbacks taking too long. Worked around with smaller
chunk sizes. Permanent fix would include moving mixing out of the
callback. Rewrites input with code from rockboy/doom. Cherry-picks a
change from Gregory Montoir's `rawgl' to patch the code wheel
screen. Finally, adds a motion blur filter on select targets.

Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
This commit is contained in:
Franklin Wei 2016-11-03 22:27:01 -04:00 committed by Gerrit Rockbox
parent deaeb73912
commit 05733649bc
10 changed files with 347 additions and 141 deletions

View file

@ -61,6 +61,9 @@ void engine_run(struct Engine* e) {
engine_processInput(e);
vm_hostFrame(&e->vm);
/* only yield() in the whole game :P */
rb->yield();
}
}
@ -259,11 +262,11 @@ void engine_init(struct Engine* e) {
player_init(&e->player);
/* Init virtual machine, legacy way */
/* vm_initForPart(&e->vm, GAME_PART_FIRST); // This game part is the protection screen */
vm_initForPart(&e->vm, GAME_PART_FIRST); // This game part is the protection screen */
/* Try to cheat here. You can jump anywhere but the VM crashes afterward. */
/* Starting somewhere is probably not enough, the variables and calls return are probably missing. */
/* vm_initForPart(&e->vm, GAME_PART2); Skip protection screen and go directly to intro */
/* vm_initForPart(&e->vm, GAME_PART2); Skip protection screen and go directly to intro */
/* vm_initForPart(&e->vm, GAME_PART3); CRASH */
/* vm_initForPart(&e->vm, GAME_PART4); Start directly in jail but then crash */
/* vm->initForPart(&e->vm, GAME_PART5); CRASH */