| Commit message (Collapse) | Author | Age |
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This should help with compiling win32 simulators.
Change-Id: Icfbf78f7d0a8b0ddebffa8daac3adf55ac21f139
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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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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: 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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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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We never use any of these other drivers, so having them around just takes
up space.
Change-Id: Iced812162df1fef3fd55522b7e700acb6c3bcd41
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This prevents a (highly improbable) race condition when exiting, and uses
pcm_set_frequency() instead of mixer_set_frequency(), since that seems like
the Right Thing to Do (TM).
Change-Id: Icb6a4597843215f08b3835490ac63f67c9a04736
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Change-Id: Ieb33d3fec1e0d834c5e294b79f280959497acb6a
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This allows CPU load to drop below 100%, which is good for anything
that scales frequency and voltage based on CPU load. Also conserves
some energy by letting the core go idle if there aren't any available
buffers.
Change-Id: I9385ac9e030f97010b12eb825875a900463ab0ac
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Using the coprocessor was a good idea in theory, but didn't actually work.
This moves all SDL threads to the main core, which isn't ideal, but at
least works. Additionally, this also adds some good-practice stuff such as
setting the default sample rate on exit.
Change-Id: If1636b33d439000ec7c4e50f46e8d002708d3121
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This was leading to a crash upon audio playback after running the game.
Change-Id: I1e9961da443c21e3eff38bcf9877ffa75a922715
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Change-Id: I20f1bd6f0208f6108d68fb59206b09dd9da4f1af
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This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL
for Rockbox.
Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9
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