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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to patches</title><link>https://sourceforge.net/p/vbam/patches/</link><description>Recent changes to patches</description><atom:link href="https://sourceforge.net/p/vbam/patches/feed.rss" rel="self"/><language>en</language><lastBuildDate>Mon, 16 Nov 2015 17:53:47 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/vbam/patches/feed.rss" rel="self" type="application/rss+xml"/><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#44af</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;TBH, you could have just removed those OpenAL parts...&lt;/p&gt;
&lt;p&gt;On the other hand, as mentioned before, that file has very little changes from src/win32/OpenAL.cpp. It's &lt;em&gt;far&lt;/em&gt; older than SDL2 changes.&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;The changes were mostly:
- linking, not loading
- drop loging, when too spammy or pointless
- (possibly incorrect, but working) drop Sleep from write
- when curent context is NULL, alGetError doesn't work
- oalBuferCount is constant, to make things more simple
&lt;/pre&gt;&lt;/div&gt;


&lt;p&gt;The header is just the removed class definition without ALFunction (and the preceeding LOGALL block) prefixed by SoundDriver.h and OpenAL includes.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">galtgendo</dc:creator><pubDate>Mon, 16 Nov 2015 17:53:47 -0000</pubDate><guid>https://sourceforge.net82762d7f4b810223f7593ae4f3ee43169b4d0d62</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#a855</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Your patch is missing SoundOAL.cpp, without this I can't really fully test your changes&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">wowzaman12</dc:creator><pubDate>Mon, 16 Nov 2015 04:21:09 -0000</pubDate><guid>https://sourceforge.net8f304899a7f5ff20c6123420feac4083a6db1caa</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#010a/25a0/1fe1/5149/3d60/3dd1</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;...?&lt;br/&gt;
While a few commits were pulled (haven't done it in awhile, but the last post was &lt;em&gt;already&lt;/em&gt; git based), there were no changes in the patch itself...&lt;/p&gt;
&lt;p&gt;Well, what might mater was that the patch was produced via 'git diff -w' preceded with 'git mv src/gba/debugger-expr.y{,pp}' (parser/lexer changes might be flex/bison specific and not tied into the build system (yet ?)).&lt;br/&gt;
That's mainly because at the time of writing, the sources in the repo are a horrible mess, both wrt. line endings &lt;em&gt;and&lt;/em&gt; indent style (that's how things ended up when Forgotten has left and there was nobody to set janitorial policies).&lt;/p&gt;
&lt;p&gt;Which reminds me: could someone look into fixing the strict aliasing warning flood ? Preferably in a way &lt;em&gt;not&lt;/em&gt; involving '-fno-strict-aliasing'.&lt;/p&gt;
&lt;p&gt;Ataching more reasonably stripped dump.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">galtgendo</dc:creator><pubDate>Thu, 12 Nov 2015 01:35:04 -0000</pubDate><guid>https://sourceforge.net87fb0f4ff889d66829196d5a534ba5d84fa466d1</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#010a/25a0/1fe1/5149/3d60</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Could you rebase off of current git &lt;a href="https://github.com/visualboyadvance-m/visualboyadvance-m" rel="nofollow"&gt;https://github.com/visualboyadvance-m/visualboyadvance-m&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">wowzaman12</dc:creator><pubDate>Wed, 11 Nov 2015 16:01:40 -0000</pubDate><guid>https://sourceforge.net5e3c79fbaf87efcb284c0d99f25a67699521e83c</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#010a/25a0/1fe1/5149</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;...and now I've noticed, that my trimming was a bit random - I've trimmed some parts that are needed by non-trimmed parts..:sigh:&lt;br/&gt;
:shrug:&lt;br/&gt;
Whatever, the older patches should have the mising bits...&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">galtgendo</dc:creator><pubDate>Wed, 11 Nov 2015 15:00:28 -0000</pubDate><guid>https://sourceforge.netafa8516311e8bec1e6e61e3d4e209c6a0f2ef68a</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#010a/25a0/1fe1</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;This wil be yet another dump...(I really should finaly make use of git and split this into a patch series; for some reason though I just can't get around to it).&lt;/p&gt;
&lt;p&gt;Anyway, it's not a complete dump, as some filter changes were cut out...On that note, I wonder about two things:if perhaps it would be worthwhile to pull lq3x and lq4x from the place lq2x comes from and how hard it would be for someone more skilled in python to adapt the scripts used to create ffmpeg's hqx implementation to work on those three (the compilation time is much shorted with those and the resulting code is much smaller; haven't tested if there's a speed difference too). On a different, but somewhat related note, does anyone have an idea where do the factors of the orignal pseudo-yuv conversion come from ? Not the ones  in the more modern versions, where real factors are used, but those in RGBtoYUV_16.&lt;/p&gt;
&lt;p&gt;The changes since last version (IIRC) are little but cosmetic, mostly moving a call of a function to a different place, so it's not caled redundantly.&lt;/p&gt;
&lt;p&gt;I don't quite understand that line about X11 - about the only thing I see it could be refering to is that XInitThreads call, which should land behing a properly picked define, but is still mandatory as a crasher fix on xserver.&lt;br/&gt;
gtk3 itself can be built with wayland backend, but that's handled internally.&lt;/p&gt;
&lt;p&gt;...and a minor note about gtk3 OpenGL widget: IMHO, it sucks; upstream might have considered sticking to &amp;gt;= OpenGL 3.0 a right idea, but  that throws away quite a bit of older hardware and pretty much forces you to work with shaders; well, that has its advantages, but ticks me off nevertheless.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">galtgendo</dc:creator><pubDate>Wed, 11 Nov 2015 14:46:43 -0000</pubDate><guid>https://sourceforge.netf87d39ad071bd4cd9f1669b1180340fe45cba36a</guid></item><item><title>#57 port to sdl2</title><link>https://sourceforge.net/p/vbam/patches/57/?limit=25#010a/25a0</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hey, Just been following up on your patch (been playing catch up on some things etc) So far I'm liking some of the changes you've made and may merge some of them in. Now regarding the gtk ui changes you've made. I'd personally would like to avoid some specific X11 changes, Yes X11 is still supported, however we should be thinking about wayland support. Could you rework your gtk changes to at least reflect wayland support on top of X11?&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">wowzaman12</dc:creator><pubDate>Tue, 10 Nov 2015 00:47:04 -0000</pubDate><guid>https://sourceforge.net5c7cd8592f247029b1550a6a258a079b451c8922</guid></item><item><title>#67 HLE BIOS SoundDriver</title><link>https://sourceforge.net/p/vbam/patches/67/?limit=250#bfc3</link><description>&lt;div class="markdown_content"&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;status&lt;/strong&gt;: open --&amp;gt; closed-accepted&lt;/li&gt;
&lt;/ul&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">skid</dc:creator><pubDate>Fri, 16 Oct 2015 23:45:20 -0000</pubDate><guid>https://sourceforge.netff00938215273e1cb2f81853ac86bdd762c9f223</guid></item><item><title>HLE BIOS SoundDriver</title><link>https://sourceforge.net/p/vbam/patches/67/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;This patch adds those missing HLE BIOS functions for sound driver: &lt;a href="https://sourceforge.net/p/vbam/bugs/24/"&gt;https://sourceforge.net/p/vbam/bugs/24/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;It is utilized by Phantasy Star Collection at intro. I don't know any other games using this BIOS driver, so I just implemented the parts that Phantasy Star Collection uses.&lt;/p&gt;
&lt;p&gt;This patch is far away from perfect yet. Sound quality is not the same as with original BIOS. Also code is horrible to read, since I just kept translating arm instructions to C without thinking too much. Got it done quickly so if anyone has keen interest on continuing from here.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Juha Laukkanen</dc:creator><pubDate>Fri, 16 Oct 2015 16:26:17 -0000</pubDate><guid>https://sourceforge.net09d483a5603b91faefc2066f7f5e8fd6bacf0998</guid></item><item><title>HLE BIOS SoundDriver</title><link>https://sourceforge.net/p/vbam/patches/67/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Ticket 67 has been modified: HLE BIOS SoundDriver&lt;br/&gt;
Edited By: skid (skidau)&lt;br/&gt;
Status updated: u'open' =&amp;gt; u'closed-accepted'&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Juha Laukkanen</dc:creator><pubDate>Fri, 16 Oct 2015 16:26:17 -0000</pubDate><guid>https://sourceforge.net25536034316d4ff212c39dd6146de35389974200</guid></item></channel></rss>