- unregisters timer on exit, preventing possible crash
- disables synchronization mechanisms when used from an IRQ
- prevents memory allocations from overflowing the audio buffer (unlikely)
Change-Id: I3c2c4ebe93c10ca9176ed0455e7aacc2d10c059e
On Windows 64-bit, the size of long is 32-bit, thus any pointer to long cast is
not valid. In any case, one should use intptr_t and ptrdiff_t when casting
to integers. This commit attempts to fix all instances reported by GCC.
When relevant, I replaced code by the macros PTR_ADD, ALIGN_UP from system.h
Change-Id: I2273b0e8465d3c4689824717ed5afa5ed238a2dc
Chessbox was overflowing GameList[240] causing the board to flip + crash
GameCnt changed to unsigned char which allows the array to roll over
to 0 after 255
define MAX_GAME_CNT 256 and GameList[MAX_GAME_CNT] along with 1 byte GameCnt
should fix this issue
dbg save routine left in for now to help identify any other problems
Added bounds checking to prevent second bug found when loading .pgn files
Change-Id: I2b615c8ecbed4368724412f80ce07346f3cf30a7
defined in mingw environments.
Renamed defines of UNALIGNED to ROCKBOX_UNALIGNED so that they don't
conflict with definitions in mingw32 cross-compiling environments
(defined in _mingw.h).
Change-Id: I369848c0f507e6bf5ff9ab4a60663bbbda6edc52
- line drawing should eventually be moved to xlcd, but for now it's very unportable code
- also fixes a minor issue with the configuration screens
Change-Id: I897f01b7210cbbec32665c2bc67920c965ea0bec
- 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
- 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
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
- when an invalid string setting was entered, the string value would
continue to be used after being freed
Change-Id: I3a9da016f6f32eac8636b9f55e4e09006bc6059e
- 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
- 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
- Updates to latest upstream (7cae89fb4b22c305b3fd98b4e1be065ad527a9f7).
- Also fixes a bug relating to updating parts of the display.
- Adds some docs.
Change-Id: Idfcce66e0cf3c59e467bab42eafc161df2e495bb
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
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
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
* 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
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
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