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PS1/Saturn/NDS: disable held block for better performance (now ~58 FPS when standing still on PS1, ~50 when moving)
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@ -12,7 +12,7 @@
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#include "Options.h"
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#include "Options.h"
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#include "Logger.h"
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#include "Logger.h"
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#ifdef CC_BUILD_ANIMATIONS
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#ifndef CC_BUILD_NOFPUHARDWARE
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static void Animations_Update(int loc, struct Bitmap* bmp, int stride);
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static void Animations_Update(int loc, struct Bitmap* bmp, int stride);
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#ifdef CC_BUILD_LOWMEM
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#ifdef CC_BUILD_LOWMEM
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@ -382,7 +382,7 @@ typedef cc_uint8 cc_bool;
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#define CC_BUILD_HTTPCLIENT
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#define CC_BUILD_HTTPCLIENT
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#define CC_BUILD_TOUCH
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#define CC_BUILD_TOUCH
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#define CC_BUILD_SMALLSTACK
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#define CC_BUILD_SMALLSTACK
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#undef CC_BUILD_ANIMATIONS /* Very costly in FPU less system */
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#define CC_BUILD_NOFPUHARDWARE
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#undef CC_BUILD_ADVLIGHTING
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#undef CC_BUILD_ADVLIGHTING
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#elif defined __WIIU__
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#elif defined __WIIU__
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#define CC_BUILD_WIIU
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#define CC_BUILD_WIIU
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@ -410,9 +410,9 @@ typedef cc_uint8 cc_bool;
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#define CC_BUILD_COOPTHREADED
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#define CC_BUILD_COOPTHREADED
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#define CC_BUILD_NOMUSIC
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#define CC_BUILD_NOMUSIC
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#define CC_BUILD_NOSOUNDS
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#define CC_BUILD_NOSOUNDS
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#define CC_BUILD_NOFPUHARDWARE
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#undef CC_BUILD_RESOURCES
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#undef CC_BUILD_RESOURCES
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#undef CC_BUILD_NETWORKING
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#undef CC_BUILD_NETWORKING
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#undef CC_BUILD_ANIMATIONS /* Very costly in FPU less system */
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#undef CC_BUILD_ADVLIGHTING
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#undef CC_BUILD_ADVLIGHTING
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#undef CC_BUILD_FILESYSTEM
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#undef CC_BUILD_FILESYSTEM
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#elif defined OS2
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#elif defined OS2
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@ -432,9 +432,9 @@ typedef cc_uint8 cc_bool;
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#define CC_BUILD_NOSOUNDS
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#define CC_BUILD_NOSOUNDS
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#define CC_BUILD_SMALLSTACK
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#define CC_BUILD_SMALLSTACK
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#define CC_BUILD_TINYSTACK
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#define CC_BUILD_TINYSTACK
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#define CC_BUILD_NOFPUHARDWARE
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#undef CC_BUILD_RESOURCES
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#undef CC_BUILD_RESOURCES
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#undef CC_BUILD_NETWORKING
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#undef CC_BUILD_NETWORKING
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#undef CC_BUILD_ANIMATIONS /* Very costly in FPU less system */
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#undef CC_BUILD_ADVLIGHTING
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#undef CC_BUILD_ADVLIGHTING
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#undef CC_BUILD_FILESYSTEM
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#undef CC_BUILD_FILESYSTEM
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#endif
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#endif
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@ -253,7 +253,11 @@ static void OnInit(void) {
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held_entity.VTABLE = &heldEntity_VTABLE;
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held_entity.VTABLE = &heldEntity_VTABLE;
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held_entity.NoShade = true;
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held_entity.NoShade = true;
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#ifdef CC_BUILD_NOFPUHARDWARE
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HeldBlockRenderer_Show = false;
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#else
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HeldBlockRenderer_Show = Options_GetBool(OPT_SHOW_BLOCK_IN_HAND, true);
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HeldBlockRenderer_Show = Options_GetBool(OPT_SHOW_BLOCK_IN_HAND, true);
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#endif
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held_lastBlock = Inventory_SelectedBlock;
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held_lastBlock = Inventory_SelectedBlock;
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Event_Register_(&GfxEvents.ProjectionChanged, NULL, OnProjectionChanged);
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Event_Register_(&GfxEvents.ProjectionChanged, NULL, OnProjectionChanged);
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