//And now, they do! :-)
SDL_Surface * surface, * mainSurface;
Uint32 mainSurfaceFlags;
-int16 * backbuffer;
+//int16 * backbuffer;
+uint32 * backbuffer;
SDL_Joystick * joystick;
// One of the reasons why OpenGL is slower then normal SDL rendering, is because
// [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
// lot of data to pump through the system. In any case, frameskip is probably
// a good idea for now, since most systems are probably too slow to run at
-// 60 FPS. But doing so will have some nasty side effects in some games.
+// 60 FPS. But doing so will have some nasty side effects in some games.
// You have been warned!
int frame_ticker = vjs.frameSkip;
if (vjs.fullscreen)
mainSurfaceFlags |= SDL_FULLSCREEN;
- if (!vjs.useOpenGL)
+/* if (!vjs.useOpenGL)
// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
// This way we have good scaling functionality and when the screen is resized
// because of the NTSC <-> PAL resize, we only have to re-create the texture
// instead of initializing the entire OpenGL texture en screens.
- mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
+//24BPP
+ if (!vjs.useOpenGL)
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 32, mainSurfaceFlags);
+ else
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
if (mainSurface == NULL)
{
SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
// Create the primary SDL display (16 BPP, 5/5/5 RGB format)
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
- 16, 0x7C00, 0x03E0, 0x001F, 0);
+ 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
+//24BPP
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
if (surface == NULL)
{
// Set up the backbuffer
//To be safe, this should be 1280 * 625 * 2...
// backbuffer = (int16 *)malloc(845 * 525 * sizeof(int16));
- backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
+/* backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
+// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+ memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
+ * sizeof(int16));//*/
+//24BPP
+ backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
- * sizeof(int16));
+ * sizeof(uint32));
return true;
}
while (SDL_LockSurface(surface) < 0)
SDL_Delay(10);
- memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+// memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+ memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
char window_title[256];
SDL_FreeSurface(surface);
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
+// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
+//24BPP
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
if (surface == NULL)
{
return surface->pitch;
}
+//
+// Return the screen's width in pixels
+//
+uint32 GetSDLScreenWidthInPixels(void)
+{
+ return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
+}
+
//
// Fullscreen <-> window switching
//