mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-10 18:46:45 -04:00
tests with edited aurora
This commit is contained in:
+11
-22
@@ -126,7 +126,7 @@ s32 LOAD_COPYDATE(void*) {
|
||||
|
||||
void main01(void) {
|
||||
OS_REPORT("\x1b[m");
|
||||
|
||||
GXSetColorUpdate(GX_ENABLE);
|
||||
// 1. Setup
|
||||
mDoMch_Create();
|
||||
mDoGph_Create();
|
||||
@@ -155,9 +155,7 @@ void main01(void) {
|
||||
|
||||
OSReport("Entering Main Loop (main01)...\n");
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// THE GAME LOOP (RESTORED)
|
||||
// -----------------------------------------------------------
|
||||
|
||||
do {
|
||||
// 1. Update Window Events
|
||||
const AuroraEvent* event = aurora_update();
|
||||
@@ -167,26 +165,21 @@ void main01(void) {
|
||||
static u32 frame = 0;
|
||||
frame++;
|
||||
|
||||
// 2. Start Frame (REQUIRED for Vulkan)
|
||||
if (!aurora_begin_frame()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
continue;
|
||||
}
|
||||
|
||||
// 3. Game Inputs
|
||||
|
||||
// Game Inputs
|
||||
mDoCPd_c::read();
|
||||
|
||||
// Simulate VI (can remain empty/stubbed for now if waitForTick is disabled)
|
||||
VIWaitForRetrace();
|
||||
|
||||
// 4. EXECUTE GAME LOGIC & RENDER
|
||||
// EXECUTE GAME LOGIC & RENDER
|
||||
// This calls mDoGph_Painter -> JFWDisplay -> GX Functions
|
||||
fapGm_Execute();
|
||||
|
||||
mDoAud_Execute();
|
||||
|
||||
// 5. Present Frame (REQUIRED to see anything)
|
||||
aurora_end_frame();
|
||||
|
||||
//aurora_end_frame();
|
||||
|
||||
// Limiter
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16));
|
||||
@@ -212,7 +205,7 @@ int game_main(int argc, char* argv[]) {
|
||||
aurora_initialize(argc, argv, &config);
|
||||
|
||||
// 2. Setup Virtual Game RAM
|
||||
// Simuliert den GameCube RAM (24MB + Audio etc, nehmen wir 256MB)
|
||||
// Simulates Gamecube RAM (24MB + Audio etc, we take 256MB)
|
||||
#define GAME_RAM_SIZE (256 * 1024 * 1024)
|
||||
void* virtualGameRam = malloc(GAME_RAM_SIZE);
|
||||
if (!virtualGameRam) {
|
||||
@@ -240,23 +233,19 @@ int game_main(int argc, char* argv[]) {
|
||||
// Development Mode
|
||||
mDoMain::developmentMode = 1; // Force Dev Mode for Debugging
|
||||
mDoDvdThd::SyncWidthSound = false;
|
||||
// START GAME
|
||||
|
||||
OSReport("Starting main01 (Game Loop)...\n");
|
||||
|
||||
// Auf PC rufen wir main01 direkt im Main Thread auf.
|
||||
// Kein OSCreateThread noetig (und auch gefaehrlich wegen Window-Loop).
|
||||
|
||||
main01();
|
||||
|
||||
// Cleanup (Erreicht nur bei Break der Loop)
|
||||
aurora_shutdown();
|
||||
free(virtualGameRam);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// STUBS & TEMPLATE INSTANTIATIONS
|
||||
// =========================================================================
|
||||
|
||||
bool JKRHeap::dump_sort() {
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user