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psp late-night fixes
git-svn-id: file:///home/notaz/opt/svn/PicoDrive/platform@299 be3aeb3a-fb24-0410-a615-afba39da0efa
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63b796cabb
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4 changed files with 22 additions and 6 deletions
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@ -166,12 +166,14 @@ mid-frame image changes (raster effects), so it is useful only with some games.
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Other two are accurate line-based renderers. The 8bit is faster but does not
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Other two are accurate line-based renderers. The 8bit is faster but does not
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run well with some games like Street Racer.
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run well with some games like Street Racer.
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#endif
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#endif
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#ifdef GIZ
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#ifdef GIZ
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This option allows to switch between 16bit and 8bit renderers. The 8bit one is
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This option allows to switch between 16bit and 8bit renderers. The 8bit one is
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a bit faster for some games, but not much, because colors still need to be
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a bit faster for some games, but not much, because colors still need to be
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converted to 16bit, as this is what Gizmondo requires. It also introduces
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converted to 16bit, as this is what Gizmondo requires. It also introduces
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graphics problems for some games, so it's best to use 16bit one.
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graphics problems for some games, so it's best to use 16bit one.
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#endif
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#endif
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#ifdef PSP
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#ifdef PSP
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This option allows to switch between fast and accurate renderers. The fast one
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This option allows to switch between fast and accurate renderers. The fast one
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@ -179,8 +181,8 @@ is much faster, because it draws the whole frame at a time, instead of doing it
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line by line, like the accurate one does. But because of the way it works it
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line by line, like the accurate one does. But because of the way it works it
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can't render any mid-frame image changes (raster effects), so it is useful only
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can't render any mid-frame image changes (raster effects), so it is useful only
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for some games.
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for some games.
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#endif
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#endif
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#ifdef GIZ
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#ifdef GIZ
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@@0. "Scanline mode"
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@@0. "Scanline mode"
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This option was designed to work around slow framebuffer access (the Gizmondo's
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This option was designed to work around slow framebuffer access (the Gizmondo's
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@ -196,14 +198,15 @@ averaging and may look a bit nicer, but blurry. Horizontal scaling is only for
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games which use so called "32 column mode" (256x224 or 256x240), and scales
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games which use so called "32 column mode" (256x224 or 256x240), and scales
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image width to 320 pixels. Vertical scales height to 240 for games which use
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image width to 320 pixels. Vertical scales height to 240 for games which use
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height 224 (most of them).
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height 224 (most of them).
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#endif
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#endif
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#ifdef GIZ
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#ifdef GIZ
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@@0. "Scale low res mode"
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@@0. "Scale low res mode"
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The Genesis/Megadrive had several graphics modes, some of which were only 256
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The Genesis/Megadrive had several graphics modes, some of which were only 256
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pixels wide. This option scales their width to 320 by using simple
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pixels wide. This option scales their width to 320 by using simple
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pixel averaging scaling. Works only when 16bit renderer is enabled.
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pixel averaging scaling. Works only when 16bit renderer is enabled.
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#endif
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#endif
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@@0. "Accurate timing"
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@@0. "Accurate timing"
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This adds some more emulation precision, but slows the emulation down. Without
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This adds some more emulation precision, but slows the emulation down. Without
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this option some games do not boot (Red Zone for example), others have sound
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this option some games do not boot (Red Zone for example), others have sound
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@ -70,7 +70,7 @@ endif
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OBJS += data/bg32.o data/bg40.o
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OBJS += data/bg32.o data/bg40.o
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LIBS += -lpng -lm -lpspgu -lpsppower -lpspaudio -lpsprtc -lpspaudiocodec
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LIBS += -lpng -lm -lpspgu -lpsppower -lpspaudio -lpsprtc -lpspaudiocodec -lpspkubridge
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#LIBS += -lpspprof
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#LIBS += -lpspprof
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LDFLAGS += -Wl,-Map=PicoDrive.map
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LDFLAGS += -Wl,-Map=PicoDrive.map
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18
psp/mp3.c
18
psp/mp3.c
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@ -9,6 +9,7 @@
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#include <pspkernel.h>
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#include <pspkernel.h>
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#include <pspsdk.h>
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#include <pspsdk.h>
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#include <pspaudiocodec.h>
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#include <pspaudiocodec.h>
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#include <kubridge.h>
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#include "../../Pico/PicoInt.h"
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#include "../../Pico/PicoInt.h"
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#include "../../Pico/sound/mix.h"
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#include "../../Pico/sound/mix.h"
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@ -132,9 +133,20 @@ static int read_next_frame(int which_buffer)
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static SceUID load_start_module(const char *prxname)
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static SceUID load_start_module(const char *prxname)
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{
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{
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SceUID mod = pspSdkLoadStartModule(prxname, PSP_MEMORY_PARTITION_KERNEL);
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SceUID mod, mod1;
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if (mod < 0)
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int status, ret;
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lprintf("failed to load %s: %08x\n", prxname, mod);
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mod = pspSdkLoadStartModule(prxname, PSP_MEMORY_PARTITION_KERNEL);
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if (mod < 0) {
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lprintf("failed to load %s (%08x), trying kuKernelLoadModule\n", prxname, mod);
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mod1 = kuKernelLoadModule(prxname, 0, NULL);
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if (mod1 < 0) lprintf("kuKernelLoadModule failed with %08x\n", mod1);
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else {
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ret = sceKernelStartModule(mod1, 0, NULL, &status, 0);
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if (ret < 0) lprintf("sceKernelStartModule failed with %08x\n", ret);
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else mod = mod1;
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}
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}
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return mod;
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return mod;
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}
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}
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@ -127,6 +127,7 @@ void psp_init(void)
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void psp_finish(void)
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void psp_finish(void)
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{
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{
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lprintf("psp_finish..\n");
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sceGuTerm();
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sceGuTerm();
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//sceKernelSleepThread();
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//sceKernelSleepThread();
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