| Commit message (Collapse) | Author | Age |
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It should work now that arm memset() has been fixed for negative
values. This is the last puzzle that was disabled due to a crash.
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Both these puzzles now have long press mapped to spacebar.
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This lets puzzles remember which fonts were loaded previously so
they can be preloaded when the puzzle is started (and the disk is
spinning), instead of while the game is being played.
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Sure beats typing on the virtual keyboard.
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Add an option to visualize polygon rendering to aid in diagnosing
artifacts.
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Yet another workaround to accomodate our polygon
drawing "algorithm" (if you can call it that).
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- change point ordering to make concave polygon rendering work
- also enables an "Easter egg" of sorts
Change-Id: I3b4044a374dce1cff889d5f3744de9e634978591
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Up to now, we'd just ignore whatever font size the puzzle asked for,
and instead just go with either the UI font or system font regardless
of their size, which led to some horrible-looking puzzles. This patch
adds the ability to automatically load fonts of the proper size when
they are available, which makes text-based puzzles such as Pattern and
Slant function correctly with any UI font.
The font pack, which should be extracted to the system-wide fonts
directory consists of 3 small bitmap fonts from 7px to 10px and then
anti-aliased Deja Vu fonts from 10px to 36px. It is available in the
source tree (apps/plugins/puzzles/fonts.zip), or from
<http://download.rockbox.org/useful/sgt-fonts.zip>.
Change-Id: I05c8fe7bd6d867e14de9b941deb91e8c642ee4a8
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This maps the select button to the "h" key for Fifteen only.
Change-Id: I7a5a61cec46e86254218fabfb191974f98c12319
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It used to be that each puzzle had a complete copy of the entire
puzzles manual and the "quick help" text for every single puzzle. This
was obviously a waste, so now each puzzle only has the sections of the
manual that apply to it, saving about 100KB or so per puzzle. This
also has the added benefit of shrinking binary size enough to allow
full help support on the c200v2, which has been enabled.
Change-Id: I76c799635de058e4a48e0c18b79537857af7cf85
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DRMODE_FG should be used instead of DRMODE_COMPLEMENT to allow text to
be drawn in color, benefitting puzzles such as Slant and Pattern.
Change-Id: I292216490a58344cb93dc5c2ec1780229735313a
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Change-Id: I0541485af087d0bea845e05fbcf61b01be91bf6f
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Change-Id: I1f68f25a557bb2daa5e83a6d6f02711abeec5165
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- small screen could lead to invalid viewport coordinates
Change-Id: I1f2a323554e4ed31f250218220b464a02bffa308
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- disables help on c200v2
- renames conflicting function
Change-Id: I0c4ff1bb40e7e3cafd0170090f22b80bf0656741
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- embeds the upstream halibut documentation for plugin use
- currently every plugin has a copy of the help text, but in the
future a centralized system using overlays might be better
Change-Id: Idb6eb9accc2fa786a4c6bc2b704e7cf5fd3f78dd
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Change-Id: I22c84257a3aa9b19bf5e94f9de51204bbade08c5
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Change-Id: Ib0524fd4594e9524612eca0da54b3d13dc79b22c
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Change-Id: I14b4bda7e706e73d2d4475c9d536fbef9e2b9577
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Change-Id: Iec6159b095b29b5ffb3ef5a46d068012fbe10f00
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Change-Id: Icb7320f9233f2c121a8487d5b5c4cbcb483e9345
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Change-Id: Ibba738b8179c166f680dee0ce7536890fca1c0e4
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Change-Id: I014ace22f0b83d8e407bd46df361532207f984bc
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Change-Id: I34dd8673ebcbc7fcd55681175d0e18c8bbc5fe6c
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This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
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- thanks to Michael Sevakis for catching this
Change-Id: Ia02ba7a06a55bc0741df9ce2c21f868d7e0abdd4
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- rewrote a bunch of repetitive rules with a pattern rule
Change-Id: I86a61a7ed8398f18789e5efaf4996d9eafd50651
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- now uses fp_sincos()
Change-Id: I20c8224cac98fc677097161737d25dd9038bede2
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Change-Id: I606df468f92f8d550827c122a9cfd5248866afdb
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- accidentally enabled in c200v2 fix
Change-Id: I252191fc47da9fe1a664a260cb53f6a5a1eea437
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Change-Id: I9b0659c218f92051a4de99ec03b97a2b1d067e29
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- disables Solo and Loopy
Change-Id: I3de15c0ad001683a4303950972af2f5988d438d0
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"shortcuts" for undo/redo
- line drawing should eventually be moved to xlcd, but for now it's very unportable code
- also fixes a minor issue with the configuration screens
Change-Id: I897f01b7210cbbec32665c2bc67920c965ea0bec
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mingw exports vsscanf and that clashes with rbwrappers' definition.
Change-Id: I87481ff4e93547059b2e1fa8083bedcf8633343a
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undo/redo"
This reverts commit 8e4429853d1ac024ac2b8069636cc210cf5bab1b.
Change-Id: Id622d58ad4b3b9dd3313811c8a2f83202d21f5ee
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Change-Id: I440f3cea1bbeb3e7bda4aebefaaece3e8f3d44fd
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- line drawing should eventually be moved to xlcd, but for now it's very nonportable code
- fixes a minor issue with the configuration screens
Change-Id: I897f01b7210cbbec32665c2bc67920c965ea0bec
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- upon a failed smalloc(), the audio buffer will be used for further allocations
- should fix things on low-memory targets (c100 and c200v2), but breaks playback
- playback should still be intact on other targets
Change-Id: Ic239f1316efadc957050afacf5c614dbbca3f805
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- makes it playable
- submitted to upstream
Change-Id: Ib672ee374d500a994bc8e78eb01fea529ec5132f
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- when an invalid string setting was entered, the string value would
continue to be used after being freed
Change-Id: I3a9da016f6f32eac8636b9f55e4e09006bc6059e
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- the debug menu has been neatly hidden away in the classic Android style ;)
- playback control option added to the pause menu when possible
- also fixes a minor redraw issue
Change-Id: I00d0186986a8e659991948336b26b4f2e2a0ce66
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- old acos() function was broken, replaced with a call to atan2(); this fixes "Cube!"
- Makefile extended to support building "unfinished games", but not enabled
- a backdrop issue fixed in rockbox.c
Change-Id: I9393e958d43de32f4ccf18e1cb409f75c2e1ed3c
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- fixes a name collision on linux
Change-Id: I9f162b5c8a1f319fa6495ff9343fb6007cc20edf
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- Updates to latest upstream (7cae89fb4b22c305b3fd98b4e1be065ad527a9f7).
- Also fixes a bug relating to updating parts of the display.
- Adds some docs.
Change-Id: Idfcce66e0cf3c59e467bab42eafc161df2e495bb
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Change-Id: I80d72a6bb0189eb842385aa622506d5efe319053
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Change-Id: I63b80718f48eede54c3312d9e66c77bfd2472a79
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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9
MIT Licensed. Some games still crash and others are unplayable due to
issues with controls. Still need a "real" polygon filling algorithm.
Currently builds one plugin per puzzle (about 40 in total, around 100K
each on ARM), but can easily be made to build a single monolithic
overlay (800K or so on ARM).
The following games are at least partially broken for various reasons,
and have been disabled on this commit:
Cube: failed assertion with "Icosahedron" setting
Keen: input issues
Mines: weird stuff happens on target
Palisade: input issues
Solo: input issues, occasional crash on target
Towers: input issues
Undead: input issues
Unequal: input and drawing issues (concave polys)
Untangle: input issues
Features left to do:
- In-game help system
- Figure out the weird bugs
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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