- "fat" version uses repacked (zip -0) archives; also separate "data"
and "themes" folders
- "slim" version doesn't use any external themes (for speed reasons)
This was long overdue. From my observation dirty rects don't need much
care, usually game engines already prepare them in a good shape (no
overlapping).
Also the overhead of calling the rect version of C2P isn't as big as I
was fearing, 256 64x64 rectangles are blitted roughly as quickly
as blitting one 1 MB block.
Removal of the rects traversal significantly speeds up Eco Quest for
instance.
ScummVM engines are not built for synchronous screen locking (i.e.
updateScreen() can't be really used for any sort of blocking updates
otherwise performance suffers).
Single buffering now means deliberate tearing as a speed optimization
and triple buffering provides a tearingless picture with slight overhead.
Some engines are too bound to linear surfaces in 8bpp that it is very
hard to repair them. So instead of polluting the engine with
Surface::init() & delete[] Surface::getPixels() just use this
workaround.
It is also useful as an early fix for newly found engines which may be
fixable later.
Toonstruck, Discworld and others manage their own cursor and are
interested only in *mouse* position, not in *cursor* drawing. And
indeed, atari backend doesn't go further than rectangle drawing.
- fix restoration of dirty rects from overlay
- fix vsync handling (don't try to be too smart; we can't store "vsync"
from anywhere because that wouldn't play nicely if a game has its own
"vsync" set) ... so keep the checkbox as is
- overlay restore for 640x400
- never wait for vbl in overlay
- readme.txt