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authorFranklin Wei <git@fwei.tk>2018-02-11 15:34:30 -0500
committerFranklin Wei <git@fwei.tk>2019-07-19 22:37:40 -0400
commit5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4 (patch)
tree84406e21639529a185556a33e5de7f43cffc277b /apps/plugins/sdl/src/thread
parentb70fecf21ddc21877ec1ae7888d9c18a979e37ad (diff)
downloadrockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.tar.gz
rockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.zip
Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/src/thread')
-rw-r--r--apps/plugins/sdl/src/thread/rockbox/SDL_systhread.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/apps/plugins/sdl/src/thread/rockbox/SDL_systhread.c b/apps/plugins/sdl/src/thread/rockbox/SDL_systhread.c
index f9dc877815..b9bd8735d3 100644
--- a/apps/plugins/sdl/src/thread/rockbox/SDL_systhread.c
+++ b/apps/plugins/sdl/src/thread/rockbox/SDL_systhread.c
@@ -51,13 +51,13 @@ int SDL_SYS_CreateThread(SDL_Thread *thread, void *args)
static int threadnum = 0;
snprintf(names[threadnum], 16, "sdl_%d", threadnum);
- while(global_args) rb->yield(); /* busy wait */
+ while(global_args) rb->yield(); /* busy wait, pray that this works */
global_args = args;
thread->handle = rb->create_thread(rbsdl_runthread, stacks[threadnum], DEFAULT_STACK_SIZE,
0, names[threadnum] /* collisions allowed? */
- IF_PRIO(, PRIORITY_USER_INTERFACE)
+ IF_PRIO(, PRIORITY_BUFFERING) // this is used for sound mixing
IF_COP(, CPU));
threadnum++;