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 semi-official.
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 valid target.
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.