diff --git a/src/platform/libretro/ui.cpp b/src/platform/libretro/ui.cpp index 4dba7b4128..e05087ed97 100644 --- a/src/platform/libretro/ui.cpp +++ b/src/platform/libretro/ui.cpp @@ -371,7 +371,7 @@ RETRO_API void retro_get_system_info(struct retro_system_info* info) { info->library_name = GAME_TITLE; info->library_version = PLAYER_VERSION_FULL; info->need_fullpath = true; - info->valid_extensions = "ldb|zip|easyrpg"; + info->valid_extensions = "ldb|zip|lzh|easyrpg"; info->block_extract = true; } diff --git a/src/player.cpp b/src/player.cpp index 5557b24539..47825e8411 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -86,7 +86,7 @@ #include "message_overlay.h" #include "audio_midi.h" -#ifdef __ANDROID__ +#if defined(__ANDROID__) && !defined(USE_LIBRETRO) #include "platform/android/android.h" #endif @@ -376,7 +376,7 @@ void Player::Update(bool update_scene) { Scene::instance->Update(); } -#ifdef __ANDROID__ +#if defined(__ANDROID__) && !defined(USE_LIBRETRO) EpAndroid::invoke(); #endif } diff --git a/src/scene_battle_rpg2k3.cpp b/src/scene_battle_rpg2k3.cpp index 4d1b60662b..6bc57abd90 100644 --- a/src/scene_battle_rpg2k3.cpp +++ b/src/scene_battle_rpg2k3.cpp @@ -421,7 +421,7 @@ void Scene_Battle_Rpg2k3::UpdateAnimations() { } } - auto frame_counter = Main_Data::game_system->GetFrameCounter(); + auto frame_counter = static_cast(Main_Data::game_system->GetFrameCounter()); bool ally_set = false; if (status_window->GetActive() diff --git a/src/tilemap_layer.cpp b/src/tilemap_layer.cpp index ae92d87c3a..cca2bd7ccd 100644 --- a/src/tilemap_layer.cpp +++ b/src/tilemap_layer.cpp @@ -143,7 +143,7 @@ static constexpr uint8_t BlockD_Subtiles_IDS[50][2][2][2] = { // Set of neighboring autotiles -> autotile variant // Each neighbor is represented by a single bit (1 - same autotile, 0 - any other case) // The bits are ordered as follows (from most to least significant bit): NW N NE W E SW S SE -static const std::unordered_map AUTOTILE_D_VARIANTS_MAP = { //it also works with A +static const std::unordered_map AUTOTILE_D_VARIANTS_MAP = { //it also works with A {0b11111111, 0}, {0b01111111, 1}, {0b11011111, 2}, @@ -285,7 +285,7 @@ void TilemapLayer::Draw(Bitmap& dst, uint8_t z_order, int render_ox, int render_ }; // FIXME: When Game_Map singleton is made an object we can remove this null check - const auto frames = Main_Data::game_system ? Main_Data::game_system->GetFrameCounter() : 0; + const auto frames = Main_Data::game_system ? static_cast(Main_Data::game_system->GetFrameCounter()) : 0u; auto animation_step_c = (frames / 6) % 4; auto animation_step_ab = frames / animation_speed; if (animation_type) {