Commit Graph

332 Commits

Author SHA1 Message Date
jean.chalard
ec61fede8d J :
* Restore the old Alt key behavior.
2010-02-15 10:26:07 +00:00
jean.chalard
162621c09a J :
* Remove a now-useless #define
2010-02-14 23:53:04 +00:00
wagic.jeck
350f06fab8 Jeck - Jean, please review for cross-platform compatibility. Fix stupid error in GameStateDeckViewer.cpp, also fix windows compile of JGE.cpp. 2010-02-14 18:41:08 +00:00
jean.chalard
376022c2f0 J :
* Try fix NAN under windows
2010-02-14 14:10:12 +00:00
jean.chalard
f0dae9e87e J :
* Bugfix
2010-02-14 14:04:45 +00:00
jean.chalard
4f0a2794d1 J :
* Remove useless, deprecated, and ill-willed files
2010-02-14 14:02:08 +00:00
jean.chalard
8c86752e1d J :
* Bugfix
2010-02-14 13:57:43 +00:00
jean.chalard
a42e726b4a J :
* Some bugfixes
2010-02-14 13:55:57 +00:00
jean.chalard
56ce4a14ae J :
* Create the subsystem for keybindings.
2010-02-14 13:21:12 +00:00
wagic.the.homebrew@gmail.com
3f06c9b6c9 Erwan
- put sound back on WIN32 platform (J please review)
- Added menu text for token abilities (needs testing)
2010-02-06 03:21:38 +00:00
jean.chalard
23ddb6f7e2 J :
* Add a newline
2010-02-02 10:56:45 +00:00
jean.chalard
79b562755d J :
* Fix a syntax error
2010-02-02 10:39:18 +00:00
jean.chalard
5a2bae75d5 J :
* Add newlines at end of files. This is for better portability.
* Fix a direct reference to g++ in the makefile
2010-02-02 10:19:43 +00:00
jean.chalard
8f56dad259 J :
* Fix features again.
2010-02-02 09:41:58 +00:00
jean.chalard
2163bdbec5 J :
* Fix the way features are tested.
2010-02-02 09:38:22 +00:00
jean.chalard
4f0a264146 J :
* Add a method to abstract the file size.
2010-02-02 09:11:44 +00:00
jean.chalard
02e3932017 J :
* Fix linux compilation that had been broken by the last update.
2010-02-02 08:34:54 +00:00
jean.chalard
18c18822c9 J :
* This update has Wagic compile and work under Darwin 64-bits.
  - Linux 64-bits is expected to compile and work from now on, but
    was not tested. As with before, Linux 64 bits can still run
    the 32 bits version.
  - Darwin version is not using Carbon but X emulation.
  - 64-bits versions have no sound because there is no 64-bits
    version of fmod.
  - Windows 64-bits probably does not compile. Windows 64-bits can
    still run the 32 bits version.
  - Darwin 32-bits probably does not work at the moment because the
    libfmod requires another name to work on Macs, but as 64-bits
    disables it it works.
  - Other unix flavors are expected to work as long as they have
    a working OpenGL library, X11, and *either* 64-bits *or* a
    working fmod. Thus in the practice Tru64, Irix and the like
    probably work, as should FreeBSD and other BSDs in 64 bits
    versions, but 32 bits versions will search for a non-existing
    fmod. All of this is pure conjecture and none was tested.
  - All 64-bits versions have no sound.
  - The mac version does not display the particles at the moment.
    This is not critical, but the cause is unknown yet. I would
    like to know if other 64 bits unices share the same bug or if
    it is mac-specific.
* Test is needed in particular to see whether the program still
  compiles and works in Linux and PSP. Windows is probably all
  right, but compiling PSP in windows may be broken by this
  update.
2010-02-02 08:27:10 +00:00
wagic.jeck
0a863bcbad Jeck - [JGE recompile needed] Shop cleanup, Interface enhancements.
Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.

Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
2010-02-01 18:27:25 +00:00
jean.chalard
e3e50c19a5 J :
* Have JGE compile on Darwin architecture.
* I'm not saying it works, just that it compiles.
* This needs testing on other macs than just mine.
2010-02-01 02:49:26 +00:00
wagic.the.homebrew@gmail.com
0948dc611a Erwan
- Merge some linux and Windows code in JGE to improve maintenance
2010-01-21 11:37:31 +00:00
jean.chalard
b8d46db0a8 J :
* Unify with the windows version.
2010-01-20 16:46:47 +00:00
wagic.the.homebrew@gmail.com
6e2e351239 Erwan
-fix issue 144
2010-01-07 13:56:57 +00:00
wagic.the.homebrew@gmail.com
c78eef002a Erwan
-reduce Ram used by Kernel threads (PSP). Attempt at minimizing issue 261
2009-12-18 11:14:06 +00:00
wagic.the.homebrew@gmail.com
74accec275 Erwan
- Fix issue 144 (Sound is either 0 or 100%), for PSP ONLY. The methods are now here for linux/windows, but only the music volume method will work currently, and it sets the volume globally. Patch by Yeshua with some cleanup by myself.
2009-12-12 15:10:32 +00:00
wagic.jeck
9b0afb7105 Jeck - Minor bugfix: prevent garbage characters from appearing in JLBFont. 2009-12-10 15:53:23 +00:00
wagic.the.homebrew@gmail.com
afc08b4b6e Erwan
- fix issue 92 (purple screen). Many thanks to Yeshua and Raphael!
- Switched valloc to vram, more recent and faster.
2009-12-07 11:54:59 +00:00
wagic.the.homebrew@gmail.com
ca6f507d0a Erwan
- putting valloc.c back in the project as some persons have problem using/finding the valloc library
2009-12-06 12:38:23 +00:00
wagic.the.homebrew@gmail.com
73661a58d7 Erwan
- [PSP] pressing START + TRIANGLE on the PSP will attempt to reset the GU. If/when you get the purple screen, try to press start+triangle in the main menu and let me know if it changes something
2009-12-04 03:44:47 +00:00
wagic.the.homebrew@gmail.com
e94bb52e35 Erwan
- adding some debugging stuff for the purple screen
2009-12-03 07:17:36 +00:00
wagic.the.homebrew@gmail.com
b2d0940c5b Erwan
-adding Yeshua's code to record some GU values after init
2009-12-01 12:52:56 +00:00
wagic.the.homebrew@gmail.com
5eb6256df6 Erwan
-Fix issue 223 by Yeshua. Thanks :)
2009-11-29 06:25:03 +00:00
wagic.the.homebrew@gmail.com
b275b6f758 Erwan
- JGE bug fixes (network)
- increased the size of kernel ram. 2048 might bee too much though, let's see if we can go with 1024
2009-11-29 04:44:38 +00:00
wagic.the.homebrew@gmail.com
66a505969e Erwan
- fix issue 215
- added test for purple screen (this is the small white square on top of the loading screen)
2009-11-23 08:25:27 +00:00
wagic.the.homebrew@gmail.com
5b92639cca Erwan
- Translation updates
- JGE: DrawString now allows std::string objects
2009-11-01 02:52:41 +00:00
wagic.the.homebrew@gmail.com
efbfc0a1b9 Erwan
- Fix an uninitialized variable warning with JGE
- Added -O2 to JGE compilation
2009-10-31 13:41:17 +00:00
wagic.the.homebrew@gmail.com
ed27514f73 Erwan
- Finally upgraded the project to VC2008. People who are still on VC2005 need to download VC2008 (it's free)
2009-10-24 01:42:37 +00:00
wagic.the.homebrew@gmail.com
c1dc258ef0 Erwan - fix issue 118 2009-10-21 13:49:31 +00:00
wagic.the.homebrew@gmail.com
273b0672e4 Erwan
- various optimization fixes
2009-10-19 11:37:47 +00:00
wagic.the.homebrew@gmail.com
6f159fb39c Erwan - cache fixes - Code review highly appreciated, please criticize my code!
- fix issue 65 (quads when no image  load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
2009-10-13 14:16:30 +00:00
wagic.the.homebrew@gmail.com
46ef86b9d8 Erwan
- some performance improvements
- "daily build". The daily build was compiled in "profile" mode. If you have problems running the exe, or problems with Visual Studio please let me know
2009-10-08 12:17:07 +00:00
wagic.the.homebrew@gmail.com
888edfd5b8 Erwan
-more JGE cleanup
-removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case)
-Still no luck with the purple screen bug :(
2009-10-03 08:50:44 +00:00
wagic.the.homebrew@gmail.com
924574b0a1 Erwan
- Some cleanup in JGE
2009-10-02 14:33:05 +00:00
wagic.the.homebrew@gmail.com
e7cd458b6b Erwan
-fix issue 85 (simpleMenu limitation) - this requires to recompile JGE
2009-10-01 14:06:47 +00:00
wagic.the.homebrew@gmail.com
3ce216d5e6 Erwan
-adding exception handler to JGE. Copy the exception.prx file to the same directory as the EBOOT from now on
2009-09-23 03:33:02 +00:00
wagic.the.homebrew@gmail.com
ae93341a98 Erwan
- Stop calling the PNG Loading routine if not a .png file
2009-09-21 03:58:19 +00:00
wagic.jeck
d55fc91112 Jeck - [Requires JGE rebuild] Extensive cache improvements.
* Numerous cache fixes, reduced filesystem access.
 * Cache fails very gracefully. 
 * Cache is now a templated class, with individual caches per data-type.
 * Much easier to extend.
 * Extensively debugged. Try compiling with -DDEBUG_CACHE.
 * Caches limits can be set on a per-item basis.
 * hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
 * Samples are not cached, but track filesystem misses using the cache backbone. 
 * Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.

A note on the retrieval types: 
  RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
    Managed resources are guarenteed valid for the lifetime of the program. 
    Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
    Calls to Resources.Refresh() will attempt to reload managed resources in place.

  RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
    A resource may have many locks, and remains in cache until they are all released. 
    If the resource is managed, it returns it unmodified.

A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.   

There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.

Note that RetrieveCard has none of these problems.
2009-09-14 08:28:49 +00:00
jean.chalard
44738399dc J :
* Make the SAFE_DELETE syntactically safe.
2009-09-05 11:34:51 +00:00
jean.chalard
1e42fc65d1 J :
* Fix a leak on opening a non-existing file.
2009-09-03 16:05:37 +00:00
wagic.the.homebrew@gmail.com
e004bd3939 - hge distortion leak fix
- windows project update to take into account Jecks changes
2009-09-03 11:00:21 +00:00