Zaurus port

Hi,

I have a few comments for the maintainer of the zaurus SDL port. If this
is the wrong list for this, then “medium rare” is ok, I suppose :slight_smile:

I installed SDL 1.2 on my Sharp Zaurus A300 and tested it
with Prboom and scummVM. For the record, I use version 1.4 of the original
sharp ROM.

First, for some reason the screen isn’t rotated to the left
as it should be. I have tried setting the environment variable
SDL_QT_INVERT_ROTATION just in case, but naturally it didn’t help. The
stylus input is interpreted as if the screen has been rotated, so scummVM
is rather difficult to use :slight_smile:

Also, the pad key often become stuck when several keys are pressed at the
same time, which becomes apparent with Prboom.

Finally, SDL does not respect the OS(?) sound settings, e.g. muting the
sound prior to starting a game doesn’t prevent the game from using the
speaker.

I hope these comments will be useful for the maintainer of the port.

Cheers,

Carl

Carl Christian Frederiksen writes:

Hi,

I have a few comments for the maintainer of the zaurus SDL port. If this
is the wrong list for this, then “medium rare” is ok, I suppose :slight_smile:

I suppose that’d be me. :slight_smile:

I installed SDL 1.2 on my Sharp Zaurus A300 and tested it with
Prboom and scummVM. For the record, I use version 1.4 of the
original sharp ROM.

First, for some reason the screen isn’t rotated to the left
as it should be. I have tried setting the environment variable
SDL_QT_INVERT_ROTATION just in case, but naturally it didn’t help. The
stylus input is interpreted as if the screen has been rotated, so scummVM
is rather difficult to use :slight_smile:

Correct, there is no rotational blit implementation for the landscape
modes (or to be exact, the rotated modes) for devices with unrotated
framebuffer. Anyone is welcome to implement it though. :slight_smile:

Also, the pad key often become stuck when several keys are pressed at the
same time, which becomes apparent with Prboom.

Yes. This is something that is not strictly related to SDL. Rather it
seems like on the A300 often the “keyup” events go missing. This
causes SDL, and my games that use Qtopia directly, to get "stuck"
keys. It’s very annoying and I’m not sure what causes it (I have meant
to explore it further but haven’t so far). To sum it up - this is a
known and extremely annoying problem related to either hardware or
software on the A300. Should send a mail to Sharp about it I suppose.

Finally, SDL does not respect the OS(?) sound settings, e.g. muting the
sound prior to starting a game doesn’t prevent the game from using the
speaker.

This would be a general SDL issue since the sound code for the Zaurus is
identical to that of other Linux platforms. Perhaps ‘mute’ sets the
PCM volume to 0 and SDL sets it to something else? Not sure on this one.

I hope these comments will be useful for the maintainer of the port.

Only the audio issue was news. The lacking rotation blits for the A300
would be nice to fix, but frankly, I don’t plan to do it (I don’t and
won’t need it ). Of course, we’d all love it if someone else fixed
them. Note to people that might be interested: Blitting one pixel at a
time is slow. Blit at least two pixels at a time (i.e using uint32)
such as the “portrait” blitters for 90 and 270 degree rotation. It’s
pretty much twice as fast (also note that the other rotating blits for
90 and 270 actually do not do this and thus are slower).–
[ Below is a random fortune, which is unrelated to the above message. ]
Natural laws have no pity.