- 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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+9
-1
@@ -49,7 +49,7 @@ bool done = false;
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JApp *game = NULL;
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JGE *g_engine = NULL;
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u32 gTickFrequency;
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u32 gTickFrequency = 1;
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//------------------------------------------------------------------------------------------------
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// Exit callback
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@@ -293,6 +293,14 @@ u8 JGEGetAnalogY() { return gCtrlPad.Ly; }
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// The main loop
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int main(int argc, char *argv[])
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{
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pspDebugScreenInit();
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pspDebugScreenSetBackColor(0x00000000);
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pspDebugScreenSetTextColor(0xFFFFFFFF);
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pspDebugScreenClear();
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pspDebugScreenPrintf("Wagic:Loading core...");
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JLOG("SetupCallbacks()");
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SetupCallbacks();
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#ifdef DEVHOOK
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