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Sign upAdd ps vita support #901
Add ps vita support #901
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Hi, Thanks for the reports/tips. It may take me while to rebase this as I'm not used to "advanced" git functions, and my time is very limited. I'll tr try do do that next week ! |
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If you provide me with access to your fork, I Candi the rebase for you. Also, you may just follow the step by step guidance provided by GitHub, talking about forks |
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Hi @sev- , in fact this would be very cool if its not too much work for you. I'm sure it would take me a lot of time to do so. This week I will fix the problems (bad tabs/spaces and other suggestions) then we can go further together. I'll let you know when its done |
PSP2: enabled 16-bit color flag to support a few more games
Fixes erratic speeds in analog pointer motion Implemented option to set analog/keyboard pointer speed and control the analog joystick deadzone.
- R is now also shift, this enables "Mass Add..." button in menu - The aspect ratio correction is now done in hardware on PSP2 - The aspect ratio correction now increases the height instead of decreasing the width, if it fits on the screen - If Fullscreen is OFF, the screen is hardware-scaled by a factor 2x automatically if the result fits on the screen. This scaling makes use of the user-selected shader and the graphics filtering.
refactored shader menu code to be compatible with mainline ScummVM
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I just updated my local PR, PR#11 on Cpasjuste's master branch https://github.com/Cpasjuste/scummvm/pull/11
See https://github.com/Cpasjuste/scummvm/pull/11 |
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When do you think it will be a good time to rebase? |
- control options tab is moved past graphics options tab - control tab is not the default anymore - changed label of "Mouse Speed" option to "Pointer Speed" - changed Pointer Speed infotip description to make it more clear
PSP2: Fix erratic pointer speeds, add pointer speed/deadzone and shader selection menus
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sev the conflicting files are because of the addition of the new shader menu (visible currently only on Vita). Can I help to merge them correctly? Is there a way to "pre-merge" them? I am not sure how. |
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Well, the whole branch needs to be rebased. The process is pretty straightforward and is described here: https://help.github.com/articles/syncing-a-fork/ Now, on your case. You'd better move the PR to a fork:
Now sync with the upstream
Now it will stop on the merge conflicts, and you will need to fix them. If you need help, tell. |
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I made @sev- 's suggested changes to my branch here: rsn8887@fd0a478. Due to many many merge conflicts and other problems with rebasing this, I think we should just merge a "single-commit" version of the whole Vita branch, such as in my branch here https://github.com/rsn8887/scummvm/tree/mastermerged20170228. That will be easier to merge (no rebase necessary). Concerning the loss of history, there's not that much value in the history in the commit messages so far since it is all basically "initial Vita branch." It will still be a small single commit with 109 files changed, it is really quite graspable. I will wait until #911 and #912 have been merged before proceeding, since those will remove some duplicate similar changes in the Vita branch. After that I will re-generate the "single-commit" Vita branch and make a separate PR for it. |
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Since this is more or less un-rebaseable without going through every single merge-conflict over ages, I made a single-commit version of this here: #915 |
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Closing the the favor of #915 |
Cpasjuste commentedFeb 11, 2017
Hi,
I think i have now reached a point where it's ok to merge with mainline. There is a very few modifications to stock sources (sdl-event: fix cursor lag on some platform, posix-fs, posix-main and surfacesdl-graphics with psp2 defines). By the way, i think the code in surfacesdl-graphics (for other sdl2 platform than the ps vita) could maybe be improved by directly writing to the SDL2 texture pixels (LockTexture) instead SDL2 surface -> SDL2 texture, and maybe moving to SDL2/GL for shader effects instead software scaling/effects. I may take a look if i ever find the time.
Else thanks for this awesome application :)