Renders on PSP again
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@@ -18,8 +18,8 @@ display_t DISPLAY;
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errorret_t displayInit(void) {
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#if DISPLAY_SDL2
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_SUPPORT_GAMEPAD
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flags |= SDL_INIT_GAMECONTROLLER;
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#if INPUT_GAMEPAD == 1
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flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
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#endif
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if(SDL_Init(flags) != 0) {
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errorThrow("SDL Failed to Initialize: %s", SDL_GetError());
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@@ -63,8 +63,8 @@ void sceneOverworldRenderMap(const map_t *map) {
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// Draw base layer
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// Draw entities
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entity_t *start = &map->entities[0];
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entity_t *end = &map->entities[map->entityCount];
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const entity_t *start = &map->entities[0];
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const entity_t *end = &map->entities[map->entityCount];
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while(start < end) {
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// Render entity here.
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sceneOverworldRenderEntity(start);
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@@ -54,7 +54,7 @@ void uiRender(void) {
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cameraPushMatrix(&UI.camera);
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uiConsoleRender();
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uiFPSRender();
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// uiFPSRender();
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spriteBatchFlush();
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cameraPopMatrix();
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@@ -11,16 +11,17 @@
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void uiConsoleRender(void) {
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if(!CONSOLE.visible) return;
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consolePrint("Test\n");
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int32_t i = 0;
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int32_t i = CONSOLE_HISTORY_MAX - 1;
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char_t *line;
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do {
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line = CONSOLE.line[i];
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if(line[0] == '\0') {
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i++;
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i--;
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continue;
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}
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uiTextDraw(0, i * UI_TEXT_TILE_HEIGHT, line, COLOR_WHITE);
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i++;
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} while(i < CONSOLE_HISTORY_MAX);
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i--;
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} while(i > 0);
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}
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@@ -12,16 +12,15 @@
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#include "util/string.h"
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void uiFPSInit(void) {
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consoleRegVar("fps", "1", NULL);
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consoleRegVar("fps", "0", NULL);
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}
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void uiFPSRender(void) {
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float_t fps = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
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if(stringCompare(consoleVarGet("fps")->value, "0") == 0) {
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return;
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}
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float_t fps = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
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char_t buffer[64];
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snprintf(
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buffer,
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