diff --git a/projects/mtg/include/WResourceManager.h b/projects/mtg/include/WResourceManager.h index de6fe7d92..36d96cd2d 100644 --- a/projects/mtg/include/WResourceManager.h +++ b/projects/mtg/include/WResourceManager.h @@ -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 diff --git a/projects/mtg/src/GameObserver.cpp b/projects/mtg/src/GameObserver.cpp index 3186da177..28598b0ce 100644 --- a/projects/mtg/src/GameObserver.cpp +++ b/projects/mtg/src/GameObserver.cpp @@ -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(); } }