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2020-08-02duke3d: allow playing with unofficial data filesFranklin Wei1-0/+3
I'd overlooked this code path earlier. In the case of an unknown GRP, the game would poll SDL for keyboard input, which it never received. Remove that, and just warn the user instead. Change-Id: Ibbabc0f8d43cb1276ed2fcfc3c6138517582e936
2020-07-22keyboard add ability to specify temporary custom layoutsWilliam Wilgus2-2/+2
rb core allows you to load custom keyboard layouts this patch adds the ability to load a keyboard layout in a buffer the custom layout is temporary and does not overwrite the current layout use like so: unsigned short kbd[64]; unsigned short *kbd_p = kbd; if (!kbd_create_layout("ABCD1234\n", kbd, sizeof(kbd))) kbd_p = NULL; rb->kbd_input(buf,sizeof(buf), kbd_p); Change-Id: I7be2bd4a1b4797a147fa70228a9749dc56ac052a
2020-04-11SDL: Silence a large number of compile warnings (WIP)Solomon Peachy24-195/+208
There are some real bugs in here, but we're drowning in warnings. Change-Id: I7c2c0eafc8426327521bdd8a3ac2d3742ac16864
2020-04-05Fix red introduced in 191ffe2.Franklin Wei1-5/+0
Some leftover code from upstream was triggered by the __linux__ macro on hosted targets. Change-Id: Ib338e99d3b0d491d983dd92b8d554eed0c547c76
2019-10-30wolf3d: change version to sharewareFranklin Wei1-1/+1
This makes wolf3d work with the shareware files available on the wiki. This will make things work out-of-the-box with Rockbox Utility. Change-Id: I9118ecf8715c688565982fc4feb29a8641d68b6a
2019-10-07quake: clean up asm mixerFranklin Wei1-63/+46
Fixes my ugly formatting.
2019-08-09quake: further optimize D_DrawSpans8Franklin Wei1-178/+171
Found on http://forums.insideqc.com/viewtopic.php?f=3&t=3327 Adds 1.1FPS (+8%) on ipod6g. Change-Id: I608588ff99d70ff5ce28d2c649afa4b10038cc03
2019-08-09quake: enable PQ_OPT5 (a fixed-point DrawSpans8)Franklin Wei3-3/+53
This boosts performance to 13.0FPS on ipod6g for `timedemo demo1'. That's a +34% increase from baseline. Change-Id: I50bae7783ff2fce46e8257c251c6b639c069e7cb
2019-08-09quake: merge the remaining Pocket Quake PQ_OPT changesFranklin Wei7-4/+767
I didn't do _OPT3 because it's disabled in the PQ source. This gives as +0.2FPS boost over the last commit. Change-Id: I9c3c8fb7bd23262beb810da6e9469d6b6c4b2a81
2019-08-09quake: merge some fixed-point optimizations from PocketQuakeFranklin Wei10-7/+867
The PocketQuake project, available below, has some nice fixed-point code: https://web.archive.org/web/20150412233306/http://quake.pocketmatrix.com/PocketQuake0062_src.zip I'd like to see most of them merged into our Quake port. This commit gives +0.9FPS on ipod6g. (A big change given that it was running at only 9.7FPS to begin with!) Change-Id: I91931bdd5c22f14fb28616de938a03b4e7d7b076
2019-08-03quake: update readmeFranklin Wei1-3/+10
Change-Id: Ic9ec250ad9c58dad33b703f0874c0307962fd199
2019-08-03quake: synchronize Mod_LoadModel and S_LoadSoundFranklin Wei2-2/+47
This is not a very pretty fix, but code that doesn't crash is better than code that crashes... "If it runs, it's done." Change-Id: Ia1d0c537e5e5e60fb80cf7d7de2332e1c712806f
2019-07-31sdl: Fixes for the SDL apps, so they support building simulator on WindowsVencislav Atanasov3-0/+8
Change-Id: I277d391482a80e5bf9dd8049cd3b78c5cae7205e
2019-07-30quake: fix file loading errorsFranklin Wei1-1/+9
Forgot a return statement in Sys_FileRead (which slipped by since I've made the questionable decision to disable all warnings...) Change-Id: Ia0f3da52b43765b8e0e9953893ac7957ec2f6c2e
2019-07-30quake: add notification upon strange errorFranklin Wei1-0/+3
For some reason a NULL pointer creeps in, on the simulator only, it seems. This makes sure that if it happens on target we'll know about it. Change-Id: I7a5bc9dd3ef71f28d58d0d456d23007dc0d49ce3
2019-07-30quake: fix race conditionFranklin Wei2-7/+37
COM_LoadStackFile was not thread-safe since it relied on a global variable to pass the loadbuf parameter to COM_LoadFile. This was causing mysterious crashes when model loading and audio mixing were happening simultaneously. Change-Id: I505c5ef0ed49d0c4aa4b11cfed05647c75b5b40d
2019-07-30quake: properly synchronize zone.cFranklin Wei1-3/+77
Preventative measures. Somehow SDLQuake managed without these... Change-Id: Icef15f3f653fa115ad8fb1ccc3f9682e453701c3
2019-07-29sdl: Remove platform-specific codeVencislav Atanasov45-2157/+54
Also nuke the Makefiles of Duke Nukem 3D (pun intended). Change-Id: If2707cf079bfb9299347f9c5f980780134b6ecda
2019-07-29duke3d: remove unused filesFranklin Wei25-7353/+0
A bunch of cruft left over when I copied the files... Change-Id: I29d12dae9e507af477fc06ff348c02aee68606a8
2019-07-28quake: add README with some notesFranklin Wei1-0/+42
Change-Id: I702e81f8715b505d4ed6d0eca861e3ddb680038d
2019-07-27quake: cache files in memory to eliminate skipsFranklin Wei1-38/+103
This caches large files (arbitrarily defined as >1MB) in memory, which reduces the delay when a new model or sound is needed. Change-Id: I0f96449555a32f05d771fe900c10eaf21ecbb4f6
2019-07-24quake: fix errorneous endian-correcting readsFranklin Wei3-19/+23
ef9ee89 introduced Read{Big,Little}{Short,Long,Float} functions to safely read a value in memory. These incorrectly take char*, which causes them to output erroneous 0xff bytes when given bytes with bit 7 set. Change-Id: I9531172301aecfdacae405d2f782f662608ce6df
2019-07-21quake: fix unaligned accesses in model.cFranklin Wei3-119/+198
Allows playing registered episodes. Change-Id: I20e1ca2000776a19767a9c3caef790d4f62ca188
2019-07-21quake: pack structs which could potentially be unalignedFranklin Wei1-14/+15
The d*_t structs are from "d"isk, which means they could be unaligned. Packing them saves me from having to rewrite every single access to them. Change-Id: I6d5a9525fff368bf29bdb85cf1672fce02ce3396
2019-07-21quake: enable building Quake2Franklin Wei1-3/+3
Change-Id: I67f8f7c6e7e337806751057d1c9ebdae16c54119
2019-07-19Quake!Franklin Wei152-0/+63934
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
2019-07-12wolf3d: allow entering in-game jukebox by holding fire buttonFranklin Wei1-1/+7
Change-Id: I8936178191e682b70c64ef6ae04d6636e5cf3521
2019-07-10wolf3d: increase default viewport sizeFranklin Wei1-1/+1
Makes things a little bigger by default (but not maximized). Change-Id: I9e4ae725e22458f1e5140a560ff242159ef582d7
2019-07-10wolf3d: write configs to /.rockbox/wolf3d instead of /.wolf4sdlFranklin Wei2-2/+2
Let's keep things neat. Change-Id: I995b2c4949d3adbbd7ea4ef361f0712aa222612e
2019-07-09wolf3d: fix FM OPL alignment bug in a cleaner wayFranklin Wei2-9/+8
wl_def.h has a #pragma pack(1), which causes issues when we take the address of an unaligned struct field. This fixes the issue by disabling packing in fmopl_gpl.c. Change-Id: I526880fa73226e8028855896f7efc3a66571b3ec
2019-07-09Wolfenstein 3-D!Franklin Wei59-0/+44091
This is a port of Wolf4SDL, which is derived from the original id software source release. The port runs on top of the SDL plugin runtime and is loaded as an overlay. Licensing of the game code is not an issue, as discussed below (essentially, the Debian project treats Wolf4SDL as GPLv2, with an email from John Carmack backing it up): http://forums.rockbox.org/index.php?topic=52872 Included is a copy of MAME's Yamaha OPL sound chip emulator (fmopl_gpl.c). This file was not part of the original Wolf4SDL source (which includes a non-GPL'd version), but was rather rebased from from a later MAME source which had been relicensed to GPLv2. Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
2018-01-15duke3d: further optimize audio mixingFranklin Wei5-52/+65
Rather than holding intermediate results as fixed-point, this converts them directly to normal integers (in the range of the PCM sample) while mixing, instead of waiting till the end to perform a separate shifting step. Also, this precalculates some constants in the reverb code. Change-Id: Ie04e444d145bc28ce67eef9ae0ead6d328acf28a
2017-12-26duke3d: rewrite sound mixing to use fixed-pointFranklin Wei9-453/+467
Gives significant performance improvement on ipod6g. Change-Id: I1e8462bec197acb10e770c796240b5001df52440
2017-12-24fix redFranklin Wei1-6/+4
Change-Id: Ib28cfd9037901c7b8bc9b2960ad2c1c9a1e25a69
2017-12-23Port of Duke Nukem 3DFranklin Wei182-0/+108728
This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9