This makes wolf3d work with the shareware files available on the wiki. This
will make things work out-of-the-box with Rockbox Utility.
Change-Id: I9118ecf8715c688565982fc4feb29a8641d68b6a
This boosts performance to 13.0FPS on ipod6g for `timedemo demo1'. That's a
+34% increase from baseline.
Change-Id: I50bae7783ff2fce46e8257c251c6b639c069e7cb
I didn't do _OPT3 because it's disabled in the PQ source.
This gives as +0.2FPS boost over the last commit.
Change-Id: I9c3c8fb7bd23262beb810da6e9469d6b6c4b2a81
The PocketQuake project, available below, has some nice fixed-point code:
https://web.archive.org/web/20150412233306/http://quake.pocketmatrix.com/PocketQuake0062_src.zip
I'd like to see most of them merged into our Quake port. This commit
gives +0.9FPS on ipod6g. (A big change given that it was running at
only 9.7FPS to begin with!)
Change-Id: I91931bdd5c22f14fb28616de938a03b4e7d7b076
This is not a very pretty fix, but code that doesn't crash is better than
code that crashes... "If it runs, it's done."
Change-Id: Ia1d0c537e5e5e60fb80cf7d7de2332e1c712806f
Forgot a return statement in Sys_FileRead (which slipped by since I've made
the questionable decision to disable all warnings...)
Change-Id: Ia0f3da52b43765b8e0e9953893ac7957ec2f6c2e
For some reason a NULL pointer creeps in, on the simulator only, it seems.
This makes sure that if it happens on target we'll know about it.
Change-Id: I7a5bc9dd3ef71f28d58d0d456d23007dc0d49ce3
COM_LoadStackFile was not thread-safe since it relied on a global variable
to pass the loadbuf parameter to COM_LoadFile. This was causing mysterious
crashes when model loading and audio mixing were happening simultaneously.
Change-Id: I505c5ef0ed49d0c4aa4b11cfed05647c75b5b40d
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
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
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
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
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
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
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