Adds example scripts for reading track metadata + dumping albumart
and rockbox settings
settings are now stored as a table of strings rather than a table of tables
as it saves ~15 kb of ram without adding much complexity
Change-Id: I611c312b2a60ab96e595e4710b17aedbd6c0689b
back when I wrote this I was running the sim on a 32 bit machine
I didn't catch the hardcoded LONG_MAX reference or the fact that
lua_tointeger maxes ot at 32 bits
on 64 bit machines strtol caused all kinds of issues especially since
it returned the real LONG_MIN/MAX values
Change-Id: I3571ebbd9df333f7cbf4077562412c27429bfadc
* Properly account for ID3v1 tags
* Play time computation fixes
* Add speech feedback
Patch by Igor Poretsky
Change-Id: Ia6df8fb171882a88527cfa9d3b76b705f09becdd
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
Gives us the lowest HW sample rate that's >= 22KHz.
Needed because some targets that don't support 22K support 11K or 8K, so
HW_SAMPR_MIN will give us much lower quality than is acceptable.
Take advantage of this new macro in the SDL, MIDI, and MIKMOD plugins,
and implement a crude "fast enough" test to enable higher sample rates
on more capable targets.
Change-Id: I6ad38026fb3410c62da028e78512e027729bb851
LCD developed 9/2015 by Terry Ellison
We've already discarded the ldebug module from lua
it only makes sense to discard the debug info as well
adds 1.5 K to the binary
saves 8 Kb on the base state
once scripts start getting called i've seen 10-50Kb savings but it all depends on
what exactly you are running
Change-Id: Ibb74f344df1c4c96380ec6c98b010a810e9ae9cc
- Improved sound quality (use 44.1KHz)
- Conventional mixer is now used
- Playback is performed in a separate thread
- Speech feedback in menus
Patch by Igor Poretsky
Change-Id: I13baa224cefd67aefe6d62b988971bfbd421757d
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
- Unfinished game is now saved along with current position.
- All savings are automatically done on shutdown.
- Implemented facility to view played games.
- Fixed bug that prevented program from the very first move.
Patch by Igor Poretsky
Change-Id: I997b97752e4362ed953309bea985d071f9db229b