PS3 ) Added PSL1GHT packaging scripts for packaging purposes
(PS3) nBurnLayer and nSpriteEnable are always set to 255 (all bits on) - all backgrounds are on, sprites are always on - never toggled off - so just comment out the branches to do with these for the PS3 port
Set NO_AUTOFIRE for PS3 build
(PS3) Added define NO_PNG - we will rely on built-in PNGDEC for PS3 instead of libpng
Multiman support
some input optimizations for the PS3 port - bCInputOkay was always true because AppProcessKeyboardInput always returned true
so got rid of the ifs and the variable for the PS3 port - ifdeffed it with SN_TARGET_PS3
(Ps3) No more function pointer for sound buffer
(PS3) inp_interface improvements - ifdeffed out things we don´t need forthe PS3 port - macros - joystick axises - and so on - tested against nearly all major games/platforms
(PS3) Video/audio driver cleanup
Cellframework2 audio
(PS3) No resampling for new Cellframework 2 audio
(PS3) Save state slots - unlimited amount
(PS3) Save state saving/loading fixed - the filename of the saved state was wrong.
(PS3) VSync on/off option now turns Vsync on/off.
(PS3) Updated/added all new shaders to FBA
(PS3) Shader selection works differently now - press Left and Right to select, and press X to select the shader. Having the shader be loaded every time you press Left or Right can really slow things down ultimately and is demanding on the Cg runtime compiler.
(PS3) Frame_count shaders work now - water.cg/noise-mudlord.cg (NOTE - noise-mudlord is supposed to look a bit like the noise filter in Silent Hill with scratches and all)
(PS3) Rewritten run.cpp a bit - removing function call overhead where possible.