Oh, I see it now. It's used indirectly. Didn't think to look for quad3d and such.
But it still doesn't appear to affect us. The issue only applied to builds with assembly disabled, which we don't do, and shouldn't show up in C++ programs, anyway.
It requires 32-bit color. Well, strictly speaking, it requires the application's color depth to be the same as the desktop's.What is the present reason for that, though?
Random input? First I've heard of it.I noticed a group of fixes relating to input. Had you ever worked out exactly what causes loss of input, and what causes random input when ZC is defocused on Windows with alt+tab (and only alt+tab does this)?
By "loss of input," are you referring to the GUI no longer accepting keyboard input even though it still works in the game? That happens because the keyboard buffer it reads from is used from multiple threads but isn't thread-safe.
Upgrading libgme might do it, but the API has changed, so it's not straightforward.I'm more interested in expanding the nsf formats that we can use. The expanded chipset types, don't work at present, and I've never looked at what we use for that. Adding .sid support would also be nice, for that matter.
Libraries that only compile on x86.Do we use external binaries with no source, that we can't compile on other arcitectures? Really, what is the main limiting factor with this one? Input differences? System resources?