| Commit message (Collapse) | Author | Age |
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Change-Id: I68d0d0820a30054ee67a71f36bddb6b55615b2e6
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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.
The following games are at least partially broken for various reasons:
Cube: failed assertion with "Icosahedron" setting
Keen: input issues
Mines: weird stuff happens on target
Palisade: input issues
Solo: input issues, crash on target (stack overflow maybe?)
Towers: input and drawing issues
Undead: input issues
Unequal: input and drawing issues
Untangle: input issues
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I6f1e11867dd1633848170fbf7d5073e943e5b629
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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.
The following games are at least partially broken for various reasons:
Cube: crash with certain settings
Galaxies: crash
Inertia: crash
Keen: input issues
Loopy: weird stuff happens
Map: crash on input
Mines: weird stuff happens on target
Palisade: input issues
Signpost: crash on input
Solo: input issues
Towers: input and drawing issues
Train Tracks: drawing issues
Twiddle: weird animation on target
Undead: input and drawing issues
Unequal: input and drawing issues
Untangle: input issues
All in all, about 40% of the games are at least partially broken.
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I1c02ad0476eb055eac78ecf717dbff07510ceef7
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Change-Id: I66c3920266e141767b776203e0c4f0076260dadc
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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.
The following games are at least partially broken for various reasons:
Cube: crash with certain settings
Galaxies: crash
Inertia: crash
Keen: input issues
Loopy: weird stuff happens
Map: crash on input
Mines: weird stuff happens on target
Palisade: input issues
Signpost: crash on input
Solo: input issues
Towers: input and drawing issues
Train Tracks: drawing issues
Twiddle: weird animation on target
Undead: input and drawing issues
Unequal: input and drawing issues
Untangle: input issues
All in all, about 40% of the games are at least partially broken.
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I5d28ade42145d9d82babcf62c0db7948927cafec
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Fixes sound on most platforms, original root cause was bad menu code
as well as DMA callbacks taking too long. Worked around with smaller
chunk sizes. Permanent fix would include moving mixing out of the
callback. Rewrites input with code from rockboy/doom. Cherry-picks a
change from Gregory Montoir's `rawgl' to patch the code wheel
screen. Finally, adds a motion blur filter on select targets.
Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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Change-Id: I1bf6ecc5bb5275fd4addd3fdb62a89df441afe81
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Change-Id: Ie7797ea3dd9cae4ee7f83da8031fad9695109693
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!!! This is work in progress !!!!
Original sources of library taken from android tree:
https://android.googlesource.com/platform/external/svox/+/master/pico/lib/
The license is Apache2 which is rather permissive.
So far I tested this with english text in simulator.
Change-Id: Ia597987edc969eba04f91c5755dd297fd3037a95
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Change-Id: Iab5b232d0b8e664c710a1bd6145edae16e261a64
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Change-Id: Ib64bdc349194f14802c3e669eb376bd9619f0d26
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Should fix sound on most platforms... right now the main issue is the
mixer callback taking too long and causing the DMA to hang or crash on
some systems. Worked around for now with small chunk sizes, permanent
fix would involve moving mixing totally out of the callback. Also
rewrites input code with code taken from rockboy which was also used
in doom, which finally makes it possible to beat the first level!
Finally, cherry-picks a change from Gregory Montoir's `rawgl' to
always succeed on the code wheel verification.
Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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Change-Id: Ia9143508c90f1c4be8018c801038ea751c1d4cb3
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Change-Id: If9e846be4c03c0f61c5813fc3522aa472a70fbc2
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Change-Id: I5faeed8e94af065ae51437dc36d7f48a03acad54
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Change-Id: I3ce3f7d5c8cab0c01ef45c692acd174a2a8b3fff
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This reverts commit 173d9fb38b029122e85610a69334ddb44107bd78.
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Change-Id: Iad54233a3575c0117f88ce7a1e89bfa639760f63
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Change-Id: Ife308a3090f9bc62f2e98d2d979fdf393c22054d
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William Shipley sent this patch via mailing list. Original Message:
"There was a patch to rockboy in 2010 that fixed a problem where
the bottom tile row would be rendered at the top.
Here's the relevant issue from that time:
http://www.rockbox.org/tracker/11745
Note that Stummi openly admits it was a hack, not a true fix.
Sometime in the 6 years since, the root cause was fixed. Currently,
rockboy on the Clip+ and other 64px models shows the top of the gb
screen along the bottom of the display.
I confirmed that reversing this patch fixes the issue on my own
Clip+"
I don't have any of the mentioned targets, so someone else has to test.
Change-Id: Id29b78c4ece0af53ba1280029c18b76808a21da2
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Change-Id: Ia9c0b09ffb57dccbc7d13fce3b3a8a7d46b84857
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Change-Id: I81383c115bd9abac44ffc2ecdd8807855c80cf0e
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Change-Id: Ic11542cef53716869c5348c18a2846308b4e867b
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Change-Id: Ie810ca75b4144ff3cc679f2b1b22b87c8b292b17
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Change-Id: I9011391299c804133c9cc517fb3549cceb17a5a7
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Change-Id: I2caf99ea630f611962a4ad84e627813884785f50
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Change-Id: Ia69bf2aac867d75c11986d17eeeca55728a3ad91
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Change-Id: If42885177e30d8664429ad47820f230bb52cdcfa
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Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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!!! This is work in progress !!!!
Original sources of library taken from android tree:
https://android.googlesource.com/platform/external/svox/+/master/pico/lib/
The license is Apache2 which is rather permissive.
So far I tested this with english text in simulator.
Change-Id: Ia597987edc969eba04f91c5755dd297fd3037a95
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Change-Id: I0bde425127f57cb403861a10f2dfbf4116439c7f
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Change-Id: I752ea88590dabd5720c328aae7242d34029fa50d
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Change-Id: I3153c7d05acd25c8850624d8b5c62e9942805331
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Change-Id: I0b95850b4e3d5417ccfedec1474d60980d0cab4f
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Change-Id: I3ce90b6035c3e13cb19f97b737f5bdea2721f830
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Change-Id: I5612b765d87b290b910d6798ee00262ac85a634a
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Allows a DAP to behave like a USB Rubber Ducky by executing DuckyScript files,
which is a BASIC-like language with facilities for sending keystrokes.
A "crash course" on the language can be found at http://71.71.39.6/ducky.txt
This plugin also implements several extensions to vanilla DuckyScript, some of
which are listed below (see source for complete documentation).
- variables (multicharacter names via hash map)
- control flow (JUMP/GOTO, IF) with labels
- expression parsing when a number is needed
- non-decimal bases
- bytecode compilation (on computer only)
The compiler and related tools can be found here:
https://github.com/theunamedguy/ducky
NOTE: Changes some entries in the HID usage tables, but doesn't break anything.
TODO:
- Finish up manual entry
- Further documentation?
- More optimization?
- Arrays (how?)
- TEST, TEST, TEST!
- Some features have only been marginally tested and MIGHT NOT WORK CORRECTLY
- FASTER TYPING!!!
- Currently averages ~96 keys/sec
- Theoretical maximum: 500 keys/sec
- Of interest: G#1223 (http://gerrit.rockbox.org/r/1223/)
Change-Id: I149ecd08ba124f8b8637a002ee2652dd54a44e58
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Change-Id: I97d91ca58e499c150ece4ffcba47377f6b6496f4
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Change-Id: I9f172c71eb2f120e7071d6fa812e5b19b7d73124
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Change-Id: Iacb1ac768741f40a7b3ed39eb820bb228bbabd0a
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Change-Id: I585a03d0420fc9317ee11e6f8e6d9419cab3f2de
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Change-Id: Ida18226344c58c83222721cedf26622072c4d67c
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Change-Id: I32865696716148d6b141b1d8a990b00ddd4a0935
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Change-Id: I2c0ad61d2b671911f0a11024206dcacd56d4b659
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