Erwan
-more JGE cleanup -removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case) -Still no luck with the purple screen bug :(
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@@ -1,6 +1,3 @@
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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@@ -18,8 +15,6 @@
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#include <stdio.h>
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//#include <mikmod.h>
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#include "../../JGE/include/JGE.h"
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#include "../../JGE/include/JApp.h"
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#include "../../JGE/include/JGameLauncher.h"
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@@ -39,8 +34,8 @@
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#else
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PSP_MODULE_INFO(JGEApp_Title, 0x1000, 1, 1);
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PSP_MAIN_THREAD_ATTR(0);
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//PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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PSP_MAIN_THREAD_ATTR(0);
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#endif
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@@ -72,7 +67,6 @@ int power_callback(int unknown, int pwrflags, void *common)
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if (engine != NULL)
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engine->Pause();
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//sceKernelDelayThread(1000000);
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}
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else if ((pwrflags & PSP_POWER_CB_RESUME_COMPLETE) > 0)
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{
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@@ -82,35 +76,6 @@ int power_callback(int unknown, int pwrflags, void *common)
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engine->Resume();
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}
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// /* check for power switch and suspending as one is manual and the other automatic */
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// if (pwrflags & PSP_POWER_CB_POWER_SWITCH || pwrflags & PSP_POWER_CB_SUSPENDING)
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// {
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// // suspending
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// if (engine != NULL)
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// engine->Pause();
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// }
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// else if (pwrflags & PSP_POWER_CB_RESUMING)
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// {
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// // resuming from suspend mode
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//
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// }
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// else if (pwrflags & PSP_POWER_CB_RESUME_COMPLETE)
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// {
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// // resume complete
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// if (engine != NULL)
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// engine->Resume();
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// }
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// else if (pwrflags & PSP_POWER_CB_STANDBY)
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// {
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// // entering standby mode
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// if (engine != NULL)
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// engine->Pause();
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// }
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// else
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// {
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// // unhandled power event
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// }
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// sceDisplayWaitVblankStart();
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return 0;
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}
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@@ -133,21 +98,6 @@ int CallbackThread(SceSize args, void *argp)
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return 0;
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}
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//------------------------------------------------------------------------------------------------
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// static int AudioChannelThread(SceSize args, void *argp)
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// {
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// while (!done)
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// {
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// MikMod_Update();
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// // We have to sleep here to allow other threads a chance to process.
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// // with no sleep this thread will take over when the output is disabled via MikMod_DisableOutput()
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// // co-operative threading sucks bigtime...
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// sceKernelDelayThread(1);
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// }
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// return (0);
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// }
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//------------------------------------------------------------------------------------------------
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// Sets up the callback thread and returns its thread id
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int SetupCallbacks(void)
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{
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