| Commit message (Collapse) | Author | Age |
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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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Change-Id: I9aaf7f2844e9f90030dbf0a63ebec80db4851e18
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Change-Id: I3794e8d8837722442b25e2b48db1b5b3c3c2dc51
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Change-Id: Iccf4444b9c8ae421b9e44332791a789a767ae411
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Change-Id: Ie21711cbf98aad1fbfc24924c9281caf39f22af5
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Change-Id: I53183e024c202f6c35903fc9a74db7e49d4bdc20
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gustable[] contained plain note frequencies in milliHertz, but
was named and documented to appear like a table of magic numbers.
The values also seemed to be slightly inaccurate (up to about
0.01Hz, so probably irrelevant).
This changes the name to freqtable to make the purpose clearer, and
uses slightly better values.
Change-Id: I6b568d834c8c2c92161bed5290572a29733e28dc
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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: I5d28ade42145d9d82babcf62c0db7948927cafec
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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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Change-Id: I40adb1adb27894b15d3bc3a2388bd2059e75636e
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Change-Id: I1bf6ecc5bb5275fd4addd3fdb62a89df441afe81
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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: 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: I408d88d984f9026539c2d1bc2a9608243802c152
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* Implements RFC 4226 (HOTP) and RFC 6238 (TOTP)
* Adds sha1.c to apps/plugins/lib (orignally tools/hmac-sha1.c)
* See manual entry for more information
Change-Id: Ia4a4031b29f97361b541e71438aa7f3ea82212f2
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Right now GUI boost interfers with test_codec running unboosted
by varying the CPU frequency. This at least makes it more consistent
if run without user input.
Change-Id: I121615098d6bd72ccd13c4e665cc2e4d45d7b58c
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Change-Id: I47c2d857fbf9e53696e005b075d8a6f041738fe3
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Some targets can only use storage DMA if the memory location is storage
aligned. The required alignment can be more strict than word alignment,
which was used previously. This change ensures that aligned transfers
in test_disk can use DMA.
Change-Id: I605b4d57f9e9c04920587017032f14449645693a
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This changes JPEG fill and invalid byte handling to be like
mozjpeg, and bases entropy data start on SOS marker location.
Thanks to Stefan Waldmann and Dean Tersigni for reporting.
Change-Id: I3c79cc6ac8d714fdc75c12b57ba427d611c99519
Chaange-Id: Ibc7c17d38d5be63642bdaf6adfd6acc2a6cf4450
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This fixes the "implicit declaration of function 'printf'" warning
Change-Id: I97d247bcab26ddba4d22e0fd19af45fdb47b8cce
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I misunderstood the code a bit when I committed b58b9c2. The
read_char_no_whitespace() probably have to be done.
Change-Id: I024420149a04dbeed4d714795282bb7f88a8e1da
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Note that the error checking is probably useful if done correctly,
but I have no way to test this, so just removing the offending code
is the only way forward. Thanks to the fairly creative bug, the code
did nothing at all anyway.
Change-Id: Ifeef57202f31e842ca1befa331f8b34e1c76757c
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seems more logical to me, and is more consistent, since
"SAMSUNG_YH92X_PAD" is already used in the tex files.
Change-Id: Ie9a9d850ea86155a7dcf86c88a22a420a10a3837
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Change 12x12 and 22x22 sized tiles to hand-optimized ones
with better readibility :)
Tile values >= 1024 are abbreviated to "1k", "2k" etc.
Change-Id: I15f4649b20442b71027a3b1564bc51c7e72105ce
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Change source to match manual description:
use UP key to open virtual keyboard.
Change-Id: I5c6ffc356db42f305c918053c31a9595bf0dc3ac
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This patch fixes some (mostly small) plugin issues with the "big"
YH-keymap patch (a507b). Only one fix affects the main keymaps
(virtual keyboard "DONE" now exits after long key /release/ instead
of long button /press/).
Change-Id: Id34f925ebfa97ae4974cd9405fbe1fee4f597833
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Change-Id: I3fb322f28b23e4b7a27a71e66c50887d298de554
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The main "innovation" in this patch are two "virtual buttons"
for the record switch on YH92x targets. When the switch state
changes, a single BUTTON_REC_SW_ON or .._OFF button event will
be generated. Thus keymap code can react on switching, but
not on the actual state of the switch.
Wherever sensible, the following user scheme is applied:
- use PLAY as confirm button
- use REW button or Long REW to exit
- use REC (YH820) or FFWD (YH92X) as modifier key for button combos
Change-Id: Ic8d1db9cc6869daed8dda98990dfdf7f6fd5d5a1
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Let's give the defined, yet unused keymaps some sense :)
Change-Id: I372217351f7edc35c69c8c29fba782d32c895d5b
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These fit by pure chance exactly the YH820 screen :)
Change-Id: I0f7a7f5d14aa0497da5ddf63cf1f95a2c4989460
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* allow button combos for QUIT (fixes MPIO_HD300)
* allow quitting during PAUSE mode
Change-Id: Iaf8ffc65cdcfe6c1d25bfbad3e38764eea2664cc
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KEYA is defined for Fuze+ (even in the manual),
but wasn't implemented yet.
Change-Id: Ib0a93544926c15893b1cce967db931f3b515422c
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* improve manual (hopefully fixes fs#11988). Parts of the
description are taken from fs#10820.
* move ACTION_STD_CONTEXT from alternate select to alternate
menu action, as not all targets have ACTION_STD_MENU
* add menu entries for "Quit" and "Quit without saving"
Change-Id: Iec86a1608756a899f9f9d7ec7d479838dfd1d95f
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- more whitespace to enhance readability
- better/fixed/more comments ;)
- some minor optimizations
- general code cleanup
Change-Id: I2b5f69aba0f83f989abb2c636920646e4315583f
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Change-Id: I2feaee4225f04e3b93f8ccde555090437238ee0f
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This tiny patch gives the player a bit time to
overlook the terrain and move the thumb to the
action button.
Change-Id: I63a4347c5bdafdd354f8c95b2bcdc64e046133a5
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