| Commit message (Collapse) | Author | Age |
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Change-Id: Id8bc9e5e47cad5c620f5273fc39348eb19e8e5d8
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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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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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Recent optimizations to sound mixing should allow this, up from 16KHz.
Change-Id: I0ba5742c934118a3a6505b8dc58578b0cfe8ea77
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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
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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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Gives significant performance improvement on ipod6g.
Change-Id: I1e8462bec197acb10e770c796240b5001df52440
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Change-Id: Idd9fad7bc0604a553c282a0f8c663ad44030ecac
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Change-Id: I6290cc6cca468c197656236d3dd31c3f72c53842
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Change-Id: Icc67dc777d3a2269ececbf4fbe34d78d7bd34087
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Change-Id: Ib28cfd9037901c7b8bc9b2960ad2c1c9a1e25a69
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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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