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This codec requires floating point.
Original author: Peter Sovietov
Ported to Rockbox: Roman Skylarov
Further integration and bugfixes: Solomon Peachy
Change-Id: I781ecd3592dfcdbbc694063334350342534f1d6c
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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
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Change-Id: I70cf700f5bc3d4375c025efa62ef40fd2bd70293
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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
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There are some real bugs in here, but we're drowning in warnings.
Change-Id: I7c2c0eafc8426327521bdd8a3ac2d3742ac16864
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Some leftover code from upstream was triggered by the __linux__ macro on
hosted targets.
Change-Id: Ib338e99d3b0d491d983dd92b8d554eed0c547c76
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Apparently causing issues on some devices.
Change-Id: I6adb65513bf65c559a0fa8980e693f1e5324d4ad
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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
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Fixes my ugly formatting.
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Change-Id: I7854d55153d656e84e791759f8ed664e41bff7e5
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Found on http://forums.insideqc.com/viewtopic.php?f=3&t=3327
Adds 1.1FPS (+8%) on ipod6g.
Change-Id: I608588ff99d70ff5ce28d2c649afa4b10038cc03
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This boosts performance to 13.0FPS on ipod6g for `timedemo demo1'. That's a
+34% increase from baseline.
Change-Id: I50bae7783ff2fce46e8257c251c6b639c069e7cb
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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
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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
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Gives us the lowest HW sample rate that's >= 22KHz.
Needed because some targets that don't support 22K support 11K or 8K, so
HW_SAMPR_MIN will give us much lower quality than is acceptable.
Take advantage of this new macro in the SDL, MIDI, and MIKMOD plugins,
and implement a crude "fast enough" test to enable higher sample rates
on more capable targets.
Change-Id: I6ad38026fb3410c62da028e78512e027729bb851
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This was lifted straight from pictureflow...
Change-Id: Ie09184390e6fcea007e7daea001f075de307f878
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Fixes too-fast audio playback on devices that don't support 22 kHz.
Change-Id: I78d4934bfd40f69c0d7bc9e8021df3f4edf0a9fb
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This should fix crashes on ARM7TDMI as reported by foolsh.
Change-Id: I9aaf6196837d284a67a9e2b0edc72ecd644fd59f
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Change-Id: Ic9ec250ad9c58dad33b703f0874c0307962fd199
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This prevents lines of output being overwritten by different threads.
Change-Id: I24cee52238b53c8a4b2536e082bb4bcd103d8d60
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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
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Change-Id: I277d391482a80e5bf9dd8049cd3b78c5cae7205e
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Forgot a return statement in Sys_FileRead (which slipped by since I've made
the questionable decision to disable all warnings...)
Change-Id: Ia0f3da52b43765b8e0e9953893ac7957ec2f6c2e
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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
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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
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Silences a few warnings (if you enable them).
Change-Id: Id9a9f4c688742c13ee3eb0777c40b4d4edcda224
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Preventative measures. Somehow SDLQuake managed without these...
Change-Id: Icef15f3f653fa115ad8fb1ccc3f9682e453701c3
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Also nuke the Makefiles of Duke Nukem 3D (pun intended).
Change-Id: If2707cf079bfb9299347f9c5f980780134b6ecda
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A bunch of cruft left over when I copied the files...
Change-Id: I29d12dae9e507af477fc06ff348c02aee68606a8
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This should help with compiling win32 simulators.
Change-Id: Icfbf78f7d0a8b0ddebffa8daac3adf55ac21f139
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Change-Id: I702e81f8715b505d4ed6d0eca861e3ddb680038d
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This should prevent false positives when simulators for other systems (e.g.
win32).
Change-Id: Ib14a277fbfeb1b0ae141ebc4591d80a2cc0f526d
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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
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The quake commit tried to optimize lcd updates but inadvertently broke
wolf3d (which always uses a 320x200 screen size). This fixes that and also
lets direct mode truly exit early to hopefully save some cycles.
Change-Id: I41d96cd584257fe25e791c7f615812849f348e4f
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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
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Allows playing registered episodes.
Change-Id: I20e1ca2000776a19767a9c3caef790d4f62ca188
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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
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Change-Id: I67f8f7c6e7e337806751057d1c9ebdae16c54119
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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
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Change-Id: I8936178191e682b70c64ef6ae04d6636e5cf3521
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Makes things a little bigger by default (but not maximized).
Change-Id: I9e4ae725e22458f1e5140a560ff242159ef582d7
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Let's keep things neat.
Change-Id: I995b2c4949d3adbbd7ea4ef361f0712aa222612e
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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
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-T flag is program-specific.
Change-Id: I730a9c19be43e79c7ff4e6d4fb5b8f498f08515e
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I'm dumb...
Change-Id: I5e8ebcf3d7e739c1cd50509b15fe585819ba7fb9
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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
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Change-Id: I7aae3419f56f9cf952d9383f2a6cf9e9950e9a6d
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Prevents system SDL from interfering with thread driver selection. Also
adds test code for alignment faults.
Change-Id: I8bc181922c4a9e764429897dbbaa1ffaabd01126
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Change-Id: I6e87658351f32d3c40d9ca2b635ae2f654fdd3aa
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The simulator build will pull in the host SDL headers, which we can't
filter out easily. A simple workaround is to simply remove the pthread
include from our SDL.
Change-Id: I09de0f2e85b891aa88958e21426ab450af516e76
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