- fix compilation issue on psp
- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster. - uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes - I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded) - As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
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-2
@@ -7,7 +7,13 @@
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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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//-------------------------------------------------------------------------------------
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// Should we add PrecompiledHeader.h to more platforms here? PSP Doesn't support it in JGE (erwan 2011/12/11)
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#if defined (IOS)
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#include "PrecompiledHeader.h"
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#endif
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#include <iostream>
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#include <map>
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#include <set>
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@@ -357,7 +363,7 @@ void JGE::Init()
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sceCtrlSetSamplingCycle(0);
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sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
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JRenderer::GetInstance();
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//JRenderer::GetInstance(); Lazy loading
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//JFileSystem::GetInstance(); Lazy loading
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//JSoundSystem::GetInstance(); let's do lazy loading
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@@ -451,7 +457,7 @@ void JGE::Init()
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mDone = false;
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mPaused = false;
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mCriticalAssert = false;
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JRenderer::GetInstance();
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//JRenderer::GetInstance(); Lazy loading
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//JFileSystem::GetInstance(); Lazy loading
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JSoundSystem::GetInstance();
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LeftClickedProcessed();
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