Maybe 30 of those cards have been found during a scan of every Magic set, they could have been in for quiet some time... .
Card list -->> First comment
what this change does is this. if i have 20 enchantments on the battlefield Ai's creatures and lands no longer slide to the right. and vice versa. made no sense that if the other player had no artifacts/enchantments that HIS lands and creatures would slide simply because the OTHER player had artifacts/enchantments.
1) Consolidated the Loggers so that we only have one in JGE. Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore. I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.
It was only handled at the end of the game or when somebody quit in the middle of a game.
Nothing was done if somebody wanted to choose a differnet Player deck.
2) making clean up of objects a little more explicit in the mtggamezone and GameStateDuel objects
- fixed the debug framerate calculation / drawing code (consolidated duplicated functions & variables mDelta vs a win-only mDeltaTime, no reason to have two), repositioned it to draw on the bottom left (it was colliding with other debug text for the cache info).
- for debug testing purposes, added a #define override to force the image cache to work with less memory (I've picked 8 megs, which is what the psp seems to use - the normal default on win/linux is 20 megs).
Two things: 1) there was an extremely inefficient implementation in the particle system of a queue where, when particles expired, each expired element would be copied over(replaced) by one at the rear of the container. Depending on the performance of the update, this could range anywhere from 100 to 500 (the max particle count) memcpy operations per update loop. I replaced the flat array with a std::list, and simply pop the unneeded elements when they expire now. This seems to shave ~30% off the time spent in the Update() call.
2) Hardcoded the number of emitters for the mana particles to 60 (the default in the psi file seems to be around 114). This reduces the amount of iterations per tapped mana by just over half, which also helps the performance, and it's not really noticeable - the glow effect is a *tiny* bit more muted, but chances are, if you didn't read this comment, you probably wouldn't have noticed.
I've gone from having my psp start lagging noticeably at 8 tapped mana to about 12 - at this point, I think the bigger remaining lag is the fact that when there's a cache miss for a card image, we're doing synchronous i/o on the main thread - the framerate drop this causes is far more noticable than the mana particle lag.
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
- fixed memory leak in AEquip/ATeach
- Test suite now trims strings correctly (allows to have space between comma-separated card names)
- Added Paradise Mantle (for ATeach test)
- removed a missing wallpaper from wallpapers list