- 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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@@ -289,9 +289,10 @@ void filesystem::InsertZip(const char * Filename, const size_t PackID)
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string ZipPath = m_BasePath + Filename;
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// Open zip
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ifstream File(ZipPath.c_str(), ios::binary);
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LOG(("opening zip:" + ZipPath).c_str());
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ifstream File(ZipPath.c_str(), ios::binary);
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if (! File)
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return;
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@@ -331,6 +332,8 @@ void filesystem::InsertZip(const char * Filename, const size_t PackID)
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// Add zip file to Zips data base (only if not empty)
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if (ZipInfo.m_NbEntries != 0)
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m_Zips[PackID] = ZipInfo;
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LOG("--zip file loading DONE");
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}
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