Context menu gains new option to view
metadata for individual tracks or albums.
Will display an album's length and total file size.
Other fields are displayed only if they are identical
across all tracks (except for the album year, which
is determined by the highest value encountered).
Change-Id: Ibc14cfaf2cb3d91b8d1cfbee05c6261db4975355
Use action-oriented and more descriptive titles
"Add to Playlist..." instead of "Playlist Catalogue"
- "Add to Existing Playlist" instead of "Add to Playlist"
- "Add to New Playlist" (unchanged)
- "Playing Next..." instead of "Current Playlist"
In WPS context menu:
- "Current Playlist" instead of "Playlist"
Change-Id: I5cce9e317676537988682f46ac6b920598af3b9e
Missing from faa2cb9
- Thrust is now Right instead of Menu
- Teleport is Left instead of Play/Pause
- Pause is Play/Pause
Change-Id: Idd9758a68250bcfb2adec14589dffbe1a091511c
- Reduce need to press multiple buttons at
the same time to quit a plugin
- Have "Menu" be default way to quit plugins or
to access plugin menu
- Fall back to (Long) "Select" or Long "Menu"
in cases where Menu button isn't available
(e.g. in ImageViewer and many games)
out of scope:
boomshine, lua_scripts, Rockpaint,
Doom, Duke3D, Pacbox, Quake,
Sgt-Puzzles, Wolf3D, XWorld,
Minesweeper, Pixel Painter, Spacerocks
Change-Id: I6d4dc7174695fe4b8ee9cbaccb21bdbfe6af5c48
The artwork cache was previously always rebuilt,
even if you had selected the option to update.
"Preparing artwork" should be much quicker now
after a database update.
Change-Id: Ie81486e29d596b52afd21b01ba54c73f1b402be2
- Update the manual entry for PictureFlow with
the latest features and fix keymap
- Strongly suggest enabling the database's
"Load to RAM" feature (in my experience, this
can lead to a ~60x speedup when building the
album index)
- Suggest enabling the dircache, as it can
noticeably improve the loading times for
album art.
Change-Id: I12c7ce5d5388159da1790fc125f2e20bb78dbf96
'SUBDIRS' file has puzzles inside a 'HAVE_LCD_COLOR' block. I found this
issue because sgt-puzzles was in the Clip+ docs while they were not
installed on the target.
Change-Id: I8ddf43fa75c8429d2f1a99f13689a5442913748e
'swcodec' is now always set (and recording_swcodec for recording-capable
units) in feature.txt so the manual and language strings don't need to
all be fixed up.
Change-Id: Ib2c9d5d157af8d33653e2d4b4a12881b9aa6ddb0
HAVE_LCD_BITMAP is now redundant.
lcd_bitmap is always-on in features.txt so manual and lang strings
don't have to change
Change-Id: I08eeb20de48099ffc2dc23782711af368c2ec794
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
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
Adds screenshots for all supported targets. Also adds a bit of information
to point users to the data files.
Change-Id: I5e0f1bcdb73690a14616a3e486228c73b1617ffc
This makes it possible to play the game while zoomed in. Read the
manual entry if you want to know more.
Change-Id: Iff8bab12f92ebd2798047c25d1fde7740aa543ce
* Changed keymaps to PLA and added to SOURCES and CATEGORIES file
* improved keymaps: implement wrap-around and key repeat
* change keymap according to screen orientation
* fix font size calculation
* use blocking button query in main loop
* replace tabs with spaces
* added manual entry
* added original author to CREDITS
Change-Id: Id67ae99cbb7a737c7f4608e278b77a389ac2ffa6
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