Mercurial > sdl-ios-xcode
annotate README.OS2 @ 1654:0a53c90a37f9 SDL-1.3
Updated to 1.3.0, SDL_OPENGLBLIT is no longer supported
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 27 Apr 2006 05:30:05 +0000 |
parents | e3242177fe4a |
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rev | line source |
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1190 | 1 |
2 =========== | |
3 SDL on OS/2 | |
4 =========== | |
5 | |
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6 Last updated on Feb. 26, 2006. |
1190 | 7 |
8 | |
9 1. How to compile? | |
10 ------------------ | |
11 | |
12 To compile this, you'll need the followings installed: | |
13 - The OS/2 Developer's Toolkit | |
14 - The OpenWatcom compiler | |
15 (http://www.openwatcom.org) | |
16 - The FSLib library | |
17 (ftp://ftp.netlabs.org/pub/SDL) | |
18 | |
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19 First of all, you have to put the OS/2-specific Watcom makefiles into the |
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20 source code tree by unzipping the file Watcom-OS2.zip here. This will |
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21 result in a Watcom.mif and a setvars.cmd file in this folder, and several |
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22 Makefile.wat files in the src\ folder and in some of its subfolders. |
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23 |
1190 | 24 Please edit the second, fourth and fifth lines of setvars.cmd file |
25 to set the folders where the toolkit, the OW compiler and the FSLib are. | |
26 You won't need NASM yet (The Netwide Assembler), you can leave that line. | |
27 Run setvars.cmd, and you should get a shell in which you can | |
28 compile SDL. | |
29 | |
30 Check the "Watcom.mif" file. This is the file which is included by all the | |
31 Watcom makefiles, so changes here will affect the whole build process. | |
32 There is a line in there which determines if the resulting SDL.DLL will be | |
33 a 'debug' or a 'release' build. The 'debug' version is full of printf()'s, | |
34 so if something goes wrong, its output can help a lot for debugging. | |
35 | |
36 Then go to the 'src' folder, and run "wmake -f makefile.wat". | |
37 This should create the SDL.DLL and the corresponding SDL.LIB file there. | |
38 | |
39 To test applications, it's a good idea to use the 'debug' build of SDL, and | |
40 redirect the standard output and standard error output to files, to see what | |
41 happens internally in SDL. | |
42 (like: testsprite >stdout.txt 2>stderr.txt) | |
43 | |
44 To rebuild SDL, use the following commands in 'src' folder: | |
45 wmake -f makefile.wat clean | |
46 wmake -f makefile.wat | |
47 | |
48 | |
49 | |
50 2. How to compile the testapps? | |
51 ------------------------------- | |
52 | |
53 Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there | |
54 the newly built SDL.DLL, and copy in there FSLib.DLL. | |
55 | |
56 Then run "wmake -f makefile.wat" in there to compile some of the testapps. | |
57 | |
58 | |
59 | |
60 3. What is missing? | |
61 ------------------- | |
62 | |
63 The following things are missing from this SDL implementation: | |
64 - MMX, SSE and 3DNOW! optimized video blitters? | |
65 - HW Video surfaces | |
66 - OpenGL support | |
67 | |
68 | |
69 | |
70 4. Special Keys / Full-Screen support | |
71 ------------------------------------- | |
72 | |
73 There are two special hot-keys implemented: | |
74 - Alt+Home switches between fullscreen and windowed mode | |
75 - Alt+End simulates closing the window (can be used as a Panic key) | |
76 Only the LEFT Alt key will work. | |
77 | |
78 | |
79 | |
80 5. Joysticks on SDL/2 | |
81 --------------------- | |
82 | |
83 The Joystick detection only works for standard joysticks (2 buttons, 2 axes | |
84 and the like). Therefore, if you use a non-standard joystick, you should | |
85 specify its features in the SDL_OS2_JOYSTICK environment variable in a batch | |
86 file or CONFIG.SYS, so SDL applications can provide full capability to your | |
87 device. The syntax is: | |
88 | |
89 SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] | |
90 | |
91 So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, | |
92 the line should be: | |
93 | |
94 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 | |
95 | |
96 If you want to add spaces in your joystick name, just surround it with | |
97 quotes or double-quotes: | |
98 | |
99 SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 | |
100 | |
101 or | |
102 | |
103 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 | |
104 | |
105 Notive However that Balls and Hats are not supported under OS/2, and the | |
106 value will be ignored... but it is wise to define these correctly because | |
107 in the future those can be supported. | |
108 Also the number of buttons is limited to 2 when using two joysticks, | |
109 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes | |
110 and 8 when using a joystick with 2 axes. Notice however these are limitations | |
111 of the Joystick Port hardware, not OS/2. | |
112 | |
113 | |
114 | |
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115 6. Proportional windows |
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116 ----------------------- |
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117 |
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118 For some SDL applications it can be handy to have proportional windows, so |
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119 the windows will keep their aspect ratio when resized. |
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120 This can be achieved in two ways: |
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121 |
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122 - Before starting the given SDL application, set the |
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123 SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.: |
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124 |
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125 SET SDL_USE_PROPORTIONAL_WINDOW=1 |
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126 dosbox.exe |
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127 |
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128 - If you have a HOME environment variable set, then SDL will look for a file |
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129 in there called ".sdl.proportionals". If that file contains the name of the |
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130 currently running SDL executable, then that process will have proportional |
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131 windows automatically. |
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132 |
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133 Please note that this file is created automatically with default values |
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134 at the first run. |
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135 |
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136 |
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137 |
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138 7. Audio in SDL applications |
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139 ---------------------------- |
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140 |
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141 Audio effects are one of the most important features in games. Creating audio |
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142 effects in sync with the game and without hickups and pauses in the audio are |
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143 very important things. |
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144 |
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145 However there are multithreaded SDL applications that have tight loops as their |
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146 main logic loop. This kills performance in OS/2, and takes too much CPU from |
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147 other threads in the same process, for example from the thread to create the |
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148 sound effects. |
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149 |
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150 For this reason, the OS/2 port of SDL can be instructed to run the audio thread |
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151 in high priority, which makes sure that there will be enough time for the |
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152 processing of the audio data. |
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153 |
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154 At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well |
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155 written and well behaving SDL applications should work well in this mode. |
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156 For other applications, you can tell SDL/2 to run the audio thread at |
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157 TimeCritical priority by setting an env.variable before starting the SDL app: |
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158 |
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159 SET SDL_USE_TIMECRITICAL_AUDIO=1 |
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160 |
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161 Please note that this is a bit risky, because if the SDL application runs a |
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162 tight infinite loop in this thread, this will make the whole system |
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163 unresponsive, so use it with care, and only for applications that need it! |
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164 |
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165 |
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166 |
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167 8. Next steps... |
1190 | 168 ---------------- |
169 | |
170 Things to do: | |
171 - Implement missing stuffs (look for 'TODO' string in source code!) | |
172 - Finish video driver (the 'wincommon' can be a good example for missing | |
173 things like application icon and so on...) | |
174 - Enable MMX/SSE/SSE2 acceleration functions | |
175 - Rewrite CDROM support using DOS Ioctl for better support. | |
176 | |
177 | |
178 | |
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179 9. Contacts |
1190 | 180 ----------- |
181 | |
182 You can contact the developers for bugs: | |
183 | |
184 Area Developer email | |
185 General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu | |
186 CDROM and Joystick Caetano daniel@caetano.eng.br | |
187 | |
188 Notice however that SDL/2 is 'in development' stage so ... if you want to help, | |
189 please, be our guest and contact us! | |
190 | |
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191 |
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192 |
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193 10. Changelog of the OS/2 port |
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194 ------------------------------ |
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195 |
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196 Version 1.2 - 2006-02-26 - Doodle |
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197 - Updated the official SDL version with the OS/2 specific changes. |
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198 - Added support for real unicode keycode conversion. |
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199 |
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200 Version 1.2.7 - 2006-01-20 - Doodle |
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201 - Added support for selectively using timecritical priority for |
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202 audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable. |
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203 (e.g.: |
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204 SET SDL_USE_TIMECRITICAL_AUDIO=1 |
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205 dosbox.exe |
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206 ) |
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207 |
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208 Version 1.2.7 - 2005-12-22 - Doodle |
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209 - Added support for proportional SDL windows. |
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210 There are two ways to have proportional (aspect-keeping) windows for |
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211 a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW |
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212 environment variable to something before starting the application |
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213 (e.g.: |
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214 SET SDL_USE_PROPORTIONAL_WINDOW=1 |
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215 dosbox.exe |
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216 ) |
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217 or, if you have the HOME environment variable set, then SDL.DLL will |
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218 create a file in that directory called .sdl.proportionals, and you can |
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219 put there the name of executable files that will be automatically made |
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220 proportional. |
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221 |
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222 Version 1.2.7 - 2005-10-14 - Doodle |
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223 - Enabled Exception handler code in FSLib to be able to restore original |
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224 desktop video mode in case the application crashes. |
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225 - Added the missing FSLib_Uninitialize() call into SDL. |
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226 (The lack of it did not cause problems, but it's cleaner this way.) |
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227 - Fixed a mouse problem in Fullscreen mode where any mouse click |
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228 re-centered the mouse. |
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229 |
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230 Version 1.2.7 - 2005-10-09 - Doodle |
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231 - Implemented window icon support |
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232 |
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233 Version 1.2.7 - 2005-10-03 - Doodle |
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234 - Reworked semaphore support again |
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235 - Tuned thread priorities |
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236 |
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237 Version 1.2.7 - 2005-10-02 - Doodle |
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238 - Added support for custom mouse pointers |
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239 - Fixed WM_CLOSE processing: give a chance to SDL app to ask user... |
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240 - Added support for MMX-accelerated audio mixers |
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241 - Other small fixes |
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242 |
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243 Version 1.2.7 - 2005-09-12 - Doodle |
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244 - Small fixes for DosBox incorporated into public release |
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245 - Fixed semaphore support (SDL_syssem.c) |
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246 - Fixed FSLib to have good clipping in scaled window mode, |
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247 and to prevent occasional desktop freezes. |
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248 |
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249 Version 1.2.7 - 2004-09-08a - Caetano |
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250 - Improved joystick support (general verifications about hardware). |
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251 - Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks. |
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252 - Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick. |
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253 - Improved Joystick test to handle every type of joystick and display only relevant information. |
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254 - Merged with Doodle 2004-09-08 |
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255 - Little tid up in README.OS2 |
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256 - Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2 |
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257 |
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258 Version 1.2.7 - 2004-09-07 - Caetano |
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259 - Merged with changes in headers for GCC compiling. |
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260 - Added Joystick support using basic IBM GAME$ support, allowing it to work with all joystick drivers since OS/2 2.1. |
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261 - Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so... |
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262 - Modified makefile in test to compile "testjoystick". Anyway, it's useless, since it seems to cause a lot of trouble in OS/2 (because os video routines, not Joystick support). |
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263 - Created separated Joystick test program to test only joystick functions. |
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264 - Improved joystick auto-centering. |
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265 - Improved the coordinate correction routine to use two scale factors for each axis. |
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266 |
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267 Version 1.2.7 - 2004-07-05 - Caetano |
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268 - Corrected the time returned by status in CDROM support (it was incorrect) |
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269 - Added the testcdrom.c and corrected the linking directive (it was causing an error) |
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270 |
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271 Version 1.2.7 - 2004-07-02a - Caetano |
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272 - Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment) |
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273 - Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c) |
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274 - Modified makefile (SDL-1.2.7\src\makefiles.wat and SDL-1.2.7\watcom.mif) to build with CDROM support |
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275 - Added the "extra" SDL_types.h forgotten in 2004-07-02 version. |
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276 |
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277 <End-Of-File> |