-Attempt at fixing issue 538. This is a wild guess, but basically 1 000 000 bytes is NOT enough to decompress a 512*512*4 texture (32bits png). We need at least 1MB (1024*1024) AND some additional space for the decompression process. Based on that, bumped the 1 000 000 (minimum contiguous ram necessary to start decompressing a picture) to 1 500 000. I've had pretty good results so far but this needs confirmation
- GameObserver <- changes from Win to *nix carriage returns.
This commit is contained in:
wagic.the.homebrew@gmail.com
2010-12-09 13:47:04 +00:00
parent 5713a45006
commit 6360734ea3
2 changed files with 18 additions and 18 deletions

View File

@@ -13,7 +13,7 @@
#define PSI_CACHE_SIZE 500000 // Size in bytes of the cahed particles
#define TEXTURES_CACHE_MINSIZE 2000000 // Minimum size of the cache on the PSP. The program should complain if the cache ever gets smaller than this
#define OPERATIONAL_SIZE 5000000 // Size required by Wagic for operational stuff. 3MB is not enough. The cache will usually try to take (Total Ram - Operational size)
#define MIN_LINEAR_RAM 1000000
#define MIN_LINEAR_RAM 1500000
#ifdef DEBUG_CACHE
#define MAX_CACHE_TIME 2000 //The threshold above which we try to prevent nowTime() from looping.
#else

View File

@@ -210,23 +210,23 @@ void GameObserver::userRequestNextGamePhase()
return;
bool executeNextPhaseImmediately = true;
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) || (cPhaseOld->id
== Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS) || cPhaseOld->id
== Constants::MTG_PHASE_COMBATDAMAGE || opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number)
{
executeNextPhaseImmediately = false;
}
if (executeNextPhaseImmediately)
{
nextGamePhase();
}
else
{
mLayers->stackLayer()->AddNextGamePhase();
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) || (cPhaseOld->id
== Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS) || cPhaseOld->id
== Constants::MTG_PHASE_COMBATDAMAGE || opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number)
{
executeNextPhaseImmediately = false;
}
if (executeNextPhaseImmediately)
{
nextGamePhase();
}
else
{
mLayers->stackLayer()->AddNextGamePhase();
}
}