You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Jun 22, 2023. It is now read-only.
I finally got around to cleaning my patches up a bit and adding building
the iPhone libraries into the build system
What's done:
-Moved most of the project to SDL 1.3 (SDL 1.2 doesn't work well on the iphone)
-Moved audio decoding to AudioToolKit
-iPhone libraries added to the build system
What needs doing:
-Add building libraries for the iPhone Simulator to the build system
-A basic on screen interface
-Fairly easy, as touches are sent as mouse inputs. I had a very bad
interface working, but it was crap.
-Add clock updating to AudioToolKit support (I'm lazy)
-Add a file browser and an interface for entering the configuration
-Major optimisation, it simply runs too slow currently.
-Move screen rendering to CoreSurface?
-Move video decoding to VideoToolBox? (private framework, would require
some reverse engineering it first)
-Profiling reveals that a good portion of CPU time is spent in
orpParseStreamData, can this be optimised?
-Clean it all up generally, it's full oh hacks and whatnot. I'm a very lazy
(read: dirty) coder
Original issue reported on code.google.com by [email protected] on 26 Nov 2009 at 10:19
Impressive! I will have a closer look this afternoon.
Do you know if AudioToolKit supports ATRAC3?
When you had a simple interface working, did you get a chance to try game
launching?
Nope, no ATRAC3. Falling back to ffmpeg would be required.
And no, I didn't have any games to test with.
Also, s/AudioToolKit/AudioToolbox/, I keep getting the name mixed up
Original issue reported on code.google.com by
[email protected]
on 26 Nov 2009 at 10:19Attachments:
The text was updated successfully, but these errors were encountered: