[WIP] DRAFT Add PSP port with shared fast software renderer#234
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kikugrave wants to merge 6 commits intoSAT-R:mainfrom
Draft
[WIP] DRAFT Add PSP port with shared fast software renderer#234kikugrave wants to merge 6 commits intoSAT-R:mainfrom
kikugrave wants to merge 6 commits intoSAT-R:mainfrom
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freshollie
reviewed
Feb 15, 2026
| memset(gameImage, 0, sizeof(gameImage)); | ||
| #if RENDERER == RENDERER_SOFTWARE_FAST | ||
| { | ||
| extern void DrawFrame_Fast(uint16_t * pixels); |
Collaborator
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I think this could be moved to a header file?
freshollie
reviewed
Feb 15, 2026
| #define applySpriteVerticalMosaicEffect(y) (y - (y % (mosaicSpriteEffectY + 1))) | ||
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| // NOTE: This is the corrected function. | ||
| static void RenderBGScanline(int bgNum, uint16_t control, uint16_t hoffs, uint16_t voffs, int lineNum, uint16_t *line) |
Collaborator
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Does this code need to be changed if you now use fast draw? Or at these bug fixes?
freshollie
reviewed
Feb 15, 2026
| int32_t y = oam->split.y; | ||
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| #if !EXTENDED_OAM | ||
| // The regular, unextended values are 9 and 8 unsigned bits for x and y respectively. |
Collaborator
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Why were these comments removed?
freshollie
reviewed
Feb 15, 2026
Comment on lines
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| sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | ||
| if (sdlRenderer == NULL) | ||
| sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_ACCELERATED); | ||
| if (sdlRenderer == NULL) | ||
| sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, 0); |
Collaborator
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Why do we need these fallbacks?
freshollie
reviewed
Feb 15, 2026
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| bool newFrameRequested = FALSE; | ||
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| // Every GBA frame we process the SDL events and render the number of times |
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Did you intend for these comments to be re-written?
freshollie
reviewed
Feb 15, 2026
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| void VDraw(SDL_Texture *texture) | ||
| { | ||
| memset(gameImage, 0, sizeof(gameImage)); |
Collaborator
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Don't reset the image every frame?
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DRAFT PSP Port Beta