- 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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@@ -92,6 +92,7 @@ void GameApp::Create()
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_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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#elif defined (PSP)
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pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
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pspDebugScreenPrintf("Wagic:Loading resources...");
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#endif
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#endif //QT_CONFIG
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//_CrtSetBreakAlloc(368);
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@@ -122,7 +123,7 @@ void GameApp::Create()
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}
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mfile.close();
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}
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LOG("init Res Folder at " + foldersRoot);
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JFileSystem::init(foldersRoot + "User/", foldersRoot + systemFolder);
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// Create User Folders (for write access) if they don't exist
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@@ -135,9 +136,11 @@ void GameApp::Create()
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}
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}
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LOG("Loading Modrules");
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//Load Mod Rules before everything else
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gModRules.load("rules/modrules.xml");
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LOG("Loading Unlockables");
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//Load awards (needs to be loaded before any option are accessed)
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Unlockable::load();
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@@ -210,39 +213,28 @@ void GameApp::Create()
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// The translator is ready now.
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LOG("--Loading various textures");
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// Load in this function only textures that are used frequently throughout the game. These textures will constantly stay in Ram, so be frugal
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WResourceManager::Instance()->RetrieveTexture("phasebar.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("wood.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("gold.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("goldglow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("BattleIcon.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("DefenderIcon.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("shadow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("white.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("extracostshadow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("morph.jpg", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("shadows.png", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("BattleIcon.png", 0, 0, 25, 25, "BattleIcon", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(12, 12);
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jq = WResourceManager::Instance()->RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23, "DefenderIcon", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(12, 12);
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jq = WResourceManager::Instance()->RetrieveQuad("shadow.png", 0, 0, 16, 16, "shadow", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 2, 2, 16, 16, "white", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(8, 8);
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jq = WResourceManager::Instance()->RetrieveQuad("white.png", 0, 0, 16, 16, "white", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 20, 2, 16, 16, "shadow", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(8, 8);
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jq = WResourceManager::Instance()->RetrieveQuad("extracostshadow.png", 0, 0, 16, 16, "extracostshadow", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 38, 2, 16, 16, "extracostshadow", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(8, 8);
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jq = WResourceManager::Instance()->RetrieveQuad("morph.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "morph", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(static_cast<float> (jq->mTex->mWidth / 2), static_cast<float> (jq->mTex->mHeight / 2));
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jq = WResourceManager::Instance()->RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE);
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LOG("Init Collection");
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MTGAllCards::loadInstance();
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