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author | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
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committer | Franklin Wei <git@fwei.tk> | 2019-07-19 22:37:40 -0400 |
commit | 5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4 (patch) | |
tree | 84406e21639529a185556a33e5de7f43cffc277b /apps/plugins/sdl/src/thread | |
parent | b70fecf21ddc21877ec1ae7888d9c18a979e37ad (diff) | |
download | rockbox-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.c | 4 |
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++; |