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OldSchool Library PSP: Difference between revisions

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Added/Changed functionality:
Added/Changed functionality:
* osl_keys->pressed.thing replaced with osl_pad.pressed.thing (old method is still available).
* osl_keys->pressed.thing replaced with osl_pad.pressed.thing (old method is still available).
* New audio formats: MOD, S3M, IT and XM! WARNING: ONLY ONE OF THESE FILES CAN BE PLAYED AT ONCE. Only BGM and WAV support multiple instances.
* New audio formats: MOD, S3M, IT and XM. WARNING: ONLY ONE OF THESE FILES CAN BE PLAYED AT ONCE. Only BGM and WAV support multiple instances.
* VRAM manager added: you can now load and unload images from VRAM in any order. Can be disabled.
* VRAM manager added: you can now load and unload images from VRAM in any order. Can be disabled.
* You can move images from RAM <=> VRAM at any time.
* You can move images from RAM <=> VRAM at any time.
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* oslInit has got new arguments to make OSLib it more or less intrusive.
* oslInit has got new arguments to make OSLib it more or less intrusive.
* New text functions (GetStringWidth, ...).
* New text functions (GetStringWidth, ...).
* New virtual file system! Everything can now be loaded from a file, memory or a custom device you created by yourself.
* New virtual file system. Everything can now be loaded from a file, memory or a custom device you created by yourself.
* You can now define an alpha value to set to the drawbuffer for written pixels.
* You can now define an alpha value to set to the drawbuffer for written pixels.
* Better and cleaner synchronization code.
* Better and cleaner synchronization code.
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* oslSetChannelVolume removed (set the sound's volume itself instead, that is OSL_SOUND->volumeLeft /volumeRight = ...). Should simplify your code.
* oslSetChannelVolume removed (set the sound's volume itself instead, that is OSL_SOUND->volumeLeft /volumeRight = ...). Should simplify your code.
* Untextured geometry colors are now blended, taking in account the oslSetAlpha values. If you did blend by yourself, remove your code. If you expected them to be drawn directly (opaque), you'll have to disable alpha before drawing them, just like you would have done with an image. A deprecated trick is to set osl_currentAlphaCoeff to 0xffffffff but it's not very reliable and not assured to work in the future (and will mess up oslGetAlphaEx and so on).
* Untextured geometry colors are now blended, taking in account the oslSetAlpha values. If you did blend by yourself, remove your code. If you expected them to be drawn directly (opaque), you'll have to disable alpha before drawing them, just like you would have done with an image. A deprecated trick is to set osl_currentAlphaCoeff to 0xffffffff but it's not very reliable and not assured to work in the future (and will mess up oslGetAlphaEx and so on).
* oslCos and oslSin now uses floats only! There is oslSini and oslCosi which uses integers instead.
* oslCos and oslSin now uses floats only. There is oslSini and oslCosi which uses integers instead.
* oslLoadImageFile will not read images if the extension is not .png (or .gif or .jpg). If you've renamed your files, this will not work anymore. Please use oslLoadImageFilePNG instead.
* oslLoadImageFile will not read images if the extension is not .png (or .gif or .jpg). If you've renamed your files, this will not work anymore. Please use oslLoadImageFilePNG instead.
* Use oslSetDithering rather than sceGuEnable(GU_DITHER), it's cleaner as it stores the current state so that you can retreive it.
* Use oslSetDithering rather than sceGuEnable(GU_DITHER), it's cleaner as it stores the current state so that you can retreive it.

Revision as of 00:45, 7 August 2021

OSLib
OSLib.jpg
General
Author(s)Florian Brönnimann (Brunni)
TypeGame engine
Versionv2.10 (2 Dec 2007)
LicenceMixed
Links
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Website
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