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Re: Preenv webOS games compatibility list
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static void make_box(struct box *b, const struct point *p1, const struct point *p2) { b->x = mini(p1->x, p2->x); b->y = mini(p1->y, p2->y); b->w = absi(p1->x - p2->x); b->h = absi(p1->y - p2->y); } static void p_scale(struct point *p) { const int ox = p->x, oy = p->y; switch (s_rotate) { case PDL_ORIENTATION_0: p->x = ox * s_scale.x; p->y = oy * s_scale.y; break; case PDL_ORIENTATION_270: p->x = r_size.w - oy * s_scale.x; p->y = ox * s_scale.y; break; default: break; } } here, are you sure this automatic orientation works correctly? maybe manual would be better switch (attr) { case SDL_GL_CONTEXT_MAJOR_VERSION: TRACE("Requested GL major version %d", value); switch (value) { case 1: desired_version = SDL_GLES_VERSION_1_1; return 0; case 2: desired_version = SDL_GLES_VERSION_2_0; return 0; default: SDL_SetError("Invalid GLES major version: %d", value); return -1; } break; case SDL_GL_CONTEXT_MINOR_VERSION: TRACE("Requested GL minor version %d (ignored)", value); return 0; case SDL_GL_RED_SIZE: case SDL_GL_GREEN_SIZE: case SDL_GL_BLUE_SIZE: case SDL_GL_ALPHA_SIZE: TRACE("Ignoring color buffer size"); You can also try opengles 1.0,for the buffer: You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel. png_ptr, info_ptr, # toWidth, toHeight, # 8, PNG_COLOR_TYPE_RGB, # PNG_INTERLACE_NONE, # PNG_COMPRESSION_TYPE_DEFAULT, # PNG_FILTER_TYPE_DEFAULT # ); # png_write_info( png_ptr, info_ptr ); # # // Prepare to handle the input data # switch( fromFormat ) # { # case BGR16 : { # // Set up the bit shifts # png_color_8 sig_bit; # sig_bit.red = 5; # sig_bit.green = 6; # sig_bit.blue = 5; # png_set_shift( png_ptr, &sig_bit ); # break; # } # # case BGRA16 : { # // Set up the bit shifts and strip the alpha # png_color_8 sig_bit; # sig_bit.red = 5; # sig_bit.green = 5; # sig_bit.blue = 5; # sig_bit.alpha = 1; # png_set_shift( png_ptr, &sig_bit ); # png_set_filler( png_ptr, 0, PNG_FILLER_AFTER ); # break; # } # # case BGR24: break; // No conversion necessary # # case BGRA32: { # // Strip the alpha # png_set_filler( png_ptr, 0, PNG_FILLER_AFTER ); # break; # } # } # # // Swap B and R # png_set_bgr( png_ptr ); Quote:
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Re: Preenv webOS games compatibility list
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Welcome to the forums :) |
Re: Preenv webOS games compatibility list
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Either way, that code is nearly never used yet as I do not call xrandr and thus orientations are fixed (to PDL_ORIENTATION_270). In the future I might actually use it. Quote:
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Re: Preenv webOS games compatibility list
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and, what is this message telling SetVideoMode(0,0,0,0x2) (strange zeros in ancient frog). P.S:Please note that 12 games are unplayable because of bad scaling/bad buffering, this should be fixed soon. |
Re: Preenv webOS games compatibility list
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Re: Preenv webOS games compatibility list
Gangstar still with:
"PDL: application asked for lang, giving pt_PT Segmentation fault" after update to preenv 0.1.3 :/ Keep up the good work ;) |
Re: Preenv webOS games compatibility list
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Re: Preenv webOS games compatibility list
Sorry to bother you javispedro but can't you test some other games thant those 3 without buying them (you know what i mean :p ) just for tests? It is obvious that you are not going to buy all the games (or most of them) just to try to fix them for us.
I'm just asking ;) |
Re: Preenv webOS games compatibility list
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Application1: basic information: appname:Guitar Hero 5 Mobile real appname:glu.app.ghero5 executable filename:ghero5/ghero5.exe app assigned to skip unhandled errors. debug info: version:0.1.3 SDLGL:called sdl_init with flags=0x100231 Home directory /home/user not ours PDL: Init: Service name is com;javispedro.preenv.ghero5_exe "PDL:Failed to initialize libosso" ACCEL:Opening PDL: Init: Service name is com;javispedro.preenv.ghero5_exe "PDL:Failed to initialize libosso"(for second time) CINEMA:Init; window xid is 0x0 (maybe CINEMA skipped) SDLGL:Requested GL major version 1 (continued):SDL_GLES initialized (res=0) Ignoring doublebuffer preference Requested GL minor version 1 (ignored) Requested depth buffer size 16 (color buffer size Ignored) (Ignored even after 3 retries) asked if video mode 2x2x16 (0x2) is ok Called SetVideoMode(2,2,16,0x2) Asked if video mode 800x480x16 (0x80000000) is ok (Application faces loop) Ignoring doublebuffer perference ... Asked if video mode 0x0x16 (0x2) is ok. Results:Resolution: 800x800x16 Application can't continue. Hope that helps. also created a thread for this:http://talk.maemo.org/showthread.php?t=66984 Quote:
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Re: Preenv webOS games compatibility list
5 Attachment(s)
http://talk.maemo.org/attachment.php...1&d=1292329177http://talk.maemo.org/attachment.php...1&d=1292329205
http://talk.maemo.org/attachment.php...1&d=1292329467http://talk.maemo.org/attachment.php...1&d=1292329505 http://talk.maemo.org/attachment.php...1&d=1292329533 what's the problem ? Code:
PDL: Init: Service name is com.javispedro.preenv.angrybirds |
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