Very basic GP2X Backend
|Reported by:||djwillis||Owned by:||sev-|
Attached is a very quick patch to start the ball
rolling regards eventually making a GP2X backend
This is not SVN quality by a long shot but it is
somewhere for me to post updates and get feedback as I
whip it into shape and clean up some of the more horrid
things (controller mapping springs to mind). The port
itself is pretty stable and supports most (all?) of the
games supported by ScummVM using the GP2X’s hardware
downscalar when needed for the SVGA games.
The patch is a quick one taken from my working SVN
folder minus any of the current core hacks I have in
there (things like switching functions on GameID and
playing with zoomed rects).
This version is largely hacked off the SDL backend this
however is lightly to not be the case forever. It need
the hardware optimised versions of SDL for the GP2X
linked in when building to facilitate use of things
like the hardware scalar and blitter.
It needs some major cleanup and a few formatting tweaks
to bring it in line with the ScummVM standards but I
thought it was best to get something posted up or I
would never get around to it ;-) (I seem to have no
free time at the moment).
Features of this patch:
New GP2X backend (backends/gp2x) largely based off SDL
with GP2X specific tweaks (enough hacks to justify
keeping it separate to SDL in my view).
Minor changes (via #IFDEF’s) to several files in the
core engine (FMOPL, Saves, that sort of thing).
Patches to the configure script to make the GP2X a
I have been doing GP2X releases for some time based
largely on this code (with some core hacks) and hosting
them on my site at http://www.distant-earth.com/scummvm
Ticket imported from: #1432376. Ticket imported from: patches/621.