Fixed LGJ, VT3 and ID4/ID5 JVS passthrough.

This commit is contained in:
dkeruza-neo
2025-03-25 15:36:26 -04:00
parent a3e3f51003
commit 527bdc418f
4 changed files with 11 additions and 6 deletions
-3
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@@ -40,9 +40,6 @@ jobs:
NEW_RUN_NUMBER=$(( ${{ github.run_number }} + 161 ))
echo "NEW_RUN_NUMBER=$NEW_RUN_NUMBER" >> $GITHUB_ENV
# - name: Display Updated Number
# run: echo "Updated Run Number: ${{ env.NEW_RUN_NUMBER }}"
- name: Create Preview Release
if: github.ref == 'refs/heads/master'
uses: "marvinpinto/action-automatic-releases@latest"
+4
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@@ -2,6 +2,10 @@
All notable changes to this project will be documented in this file.
## [2.0.5]
### Fixed
- Fixed LGJ, VT3 and ID4/ID5 JVS passthrough.
## [2.0.4]
### Added
- Boost render res option for Rambo, LGJ, HOD4, HOD-EX, ID4/ID5, 2Spicy and Harley.
+4
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@@ -90,6 +90,10 @@ sudo ln -s /lib/i386-linux-gnu/libglut.so /lib/i386-linux-gnu/libglut.so.3
- You need to set `SKIP_OUTRUN_CABINET_CHECK` to 1 in `lindbergh.conf` to play in DX, SDX or Standard cabinet types.
### Hummer (all versions)
The games will ask for libGLcore.so.1 and libnvidia-tls.so.1 you can copy for example libkswapapi.so as libGLcore.so.1 and libnvidia-tls.so.1 and the game will work fine.
## Configuration File : lindbergh.conf
All configurable options are set and explained in the [`lindbergh.conf`](lindbergh.conf) file itself, and should be reasonably easy to understand. This chapter further explains some of those setup options.
+3 -3
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@@ -160,10 +160,10 @@ void *readJVSFrameThread(void * arg)
waitForEnd = 0;
do {
while(jvsFrameBuffer.ready == 1) {
usleep(10);
while (jvsFrameBuffer.ready == 1)
{
usleep(1);
}
// printf("SERIAL thread debug: trying to read byte.\n");
// Try to read a byte from serial, this call will be blocking if VMIN > 0 and VTIME = 0
bytesRead = read(fd, &localBuffer[byteCount], 1);