extern int iXAPitch;
extern int iVolume;
-int ready_to_go;
+int ready_to_go, g_resetting;
unsigned long gpuDisp;
char cfgfile_basename[MAXPATHLEN];
int state_slot;
// try to set sane config on which most games work
Config.Xa = Config.Cdda = Config.Sio =
Config.SpuIrq = Config.RCntFix = Config.VSyncWA = 0;
- Config.CdrReschedule = 0;
Config.PsxAuto = 1;
pl_rearmed_cbs.gpu_neon.allow_interlace = 2; // auto
g_opts |= OPT_SHOWFPS;
break;
case SACTION_TOGGLE_FULLSCREEN:
- g_fullscreen = !g_fullscreen;
+ plat_target.vout_fullscreen = !plat_target.vout_fullscreen;
if (GPU_open != NULL && GPU_close != NULL) {
GPU_close();
GPU_open(&gpuDisp, "PCSX", NULL);
hud_new_msg = 3;
}
+static char basic_lcase(char c)
+{
+ if ('A' <= c && c <= 'Z')
+ return c - 'A' + 'a';
+ return c;
+}
+
static int cdidcmp(const char *id1, const char *id2)
{
while (*id1 != 0 && *id2 != 0) {
if (*id1 == '_') { id1++; continue; }
if (*id2 == '_') { id2++; continue; }
- if (*id1 != *id2)
+ if (basic_lcase(*id1) != basic_lcase(*id2))
break;
id1++;
id2++;
// so we need to prevent updateLace() call..
void *real_lace = GPU_updateLace;
GPU_updateLace = dummy_lace;
+ g_resetting = 1;
// reset can run code, timing must be set
pl_timing_prepare(Config.PsxType);
CDR_stop();
GPU_updateLace = real_lace;
+ g_resetting = 0;
}
void SysClose() {